
Presently...
It has obvious jankiness with its mid-air animation transitions, and collision/hit box detection. Enemies react to punches that visually didn't reach them. Of course these will be fixed later.
The character art [assumed to be asset store models] is nice, but in very a generic NPC style; none of the characters really stand out or POP as principle heroes & villains, and it doesn't help that —most— of the character movement appears as thoroughly interchangeable; using cookie-cutter martial arts that don't match the cultural** expectation of style given by the character's appearance. The skeleton is an exception, but it's still too generic. [IMO]
Consider Spinal from KI [1994] arcade/DOS: [Just the character itself, not the special moves or combos—though they do help.]
https://www.youtube.com/watch?v=SAUBRKoUrNo
I am not knocking any of it, characters are time consuming, and human animation is a pain to make without motion capture.
** Cultural [as used above] only means, "Ninja's fight like Ninja's, and Vikings fight like Vikings".
