Devlog 18: Fighting System

Hi! Today's devlog is about the combat system in "Life with the Tribe".
Honestly, this combat system was pretty simple to develop and, from my point of view, it had a basic level of difficulty. But I was wrong. Tons of people had problems with it. The whole trick was to press dodge (left or right) at the right moment so the attack wouldn't land on the player.
It was simple — but apparently it was simple for someone like me, a fan of Dark Souls games who beat them with a club and a bare ass. For more casual players, even this combat system was hard. So even before the game's release I was already thinking about replacing the combat system with something more down-to-earth that wouldn't require timing.
 And after a while, a new concept and a new combat system took shape in my head.
This is a sketch of how the new combat system will look, and it's not the final version yet. What's new in it besides the new enemy?
First, I added a hint for the available actions during combat. This was actually one of the things players complained about a lot — they didn't understand what to press (even though the game only has 3 buttons besides the movement arrows). I think this explanation will be enough to make the controls clear.
Second, dodging is replaced with blocking. Like before, there will be 3 positions the enemy can attack from, and each attack position will be blocked with the corresponding movement button. This block works on the principle of one hand = one direction, so you won't be able to block all 3 directions at once. Blocking will also affect stamina regeneration, so sitting in a block permanently will be a bad idea — but I'm also planning to add a parry feature: if you press block right before an attack (a small window of about 0.5s to 1s — needs testing), you'll parry the attack, which gives an extra boost to stamina regeneration.
Third, stamina. As you can see, new bars appeared to the right of the stamina bar. My plan is that stamina regenerates constantly, and each time the bar fills up you get one attack bar (meaning you can attack once). The more bars you have filled, the more attacks you get — and, if everything goes according to plan, I'm planning upgrades where the more bars you have, the stronger your attack is, or you'll be able to spend all the bars at once to deal a super attack. This is all still at the planning stage, so I'd be curious to hear your ideas.
Fourth, and the most fun one — love attacks:
It is an R18 game, after all! So some monsters (mostly monster girls) will have love attacks. These are attacks that will be hard to block (they won't consist of just a single hit) and will be a kind of grab attack. When you fail to block one, the enemy's CG will switch to a more lewd one, and you'll have to spam the attack button to overpower the enemy. It's a small minigame, and its difficulty will depend on how much HP and how many stamina bars you have. And if you get grabbed at 1 HP with zero bars… well, you'll lose with about 90% probability. Losing to love attacks won't have a separate defeat CG, but during the fight you'll get to see your own "loss".
It seems like a lot of changes, but you don't have to wait long to try them out. This week (next week at the latest) I'm planning to release a test build with the old monsters together with the new goblin girl. It will only contain the combat minigame with an opponent select. This build is for testing, so I'm looking forward to your reactions and thoughts on this system! 
Also, in this build I'll test the different game versions (West, Asia, Full) at the same time, to be sure the idea works (I tested it myself and everything worked, but it's better when a lot of people try it).

Thank you for your support!