I think that the healing is ok. It kind of reminds me of how TMNT Shredders Revenge is done with its ability to restore special stock at any time.I agree, improved AI would really solve this issue and make the game more interesting.
But honestly, the biggest balance issue is being able to heal anytime, anywhere. No classic beat 'em up does this - it's why food matters in those games. Here, you can just brute force through everything with zero risk. The green gnomes with food become meaningless because of this.
What if you could only use that free heal once per stage? Then you'd actually have to think about when to use it, and food would matter again. Just an idea!
The thing is, a lot of effort was put in leading up to 1.5 release with the focus of improving the player experience. We put in a lot of time in improving the player side of things which meant we didn't really get around to doing the same on the enemy side.
Now, we could have delayed 1.5 further, but then think of when kimono initially started his efforts on 1.5 and how long it took to get to today with an actual release. It was already pretty much vaporware tier... I brought this point up in a discussion with him at some stage and we ultimately agreed that with how long it had been since work commenced, that it was better to release something so that the project didn't actually become vaporware.
So, here we are!
1.5 is really a midpoint where the player aspect of the game ie playable characters, at least the core Golden Axe, 1, 2 and 3 cast, should feel much better compared to 1.4. Movement is clean and consistent, animation frames and timing are polished with no disjointedness ie all throws are synced correctly etc... Characters have distinct identity, like the GA2 versions of the cast play and feel completely different to GA1, GA3 characters are unique... so on and so forth.
Now that the core player experience, the main core cast, is polished and complete... The focus from now will be to improve the enemy side of the game so that it matches the player side. The original base AI for the mobs really was never designed to deal with players being able to simply alter running trajectory or roll on the Z plane... Nevermind having unique special moves and breakout features so no surprise the AI is completely overmatched right now. It needs to be completely retooled to deal with the new tools the player has.



