Thanks again for your response! Let’s see.
The rapid fire is a weird bug I didn’t came across during my playtesting, but I just played a few times more and did see it happen whenever I jump close to the enemies or also when getting hit. I had implemented a coroutine that precisely tried to avoid that, but there seems to be problems in my code I’ll need to revise.
You are right about avoiding enemies, going head on wouldn’t be the intended gameplay I wanted to implement, although I didn’t make that really clear either. You one shot enemies if you attack them on the back, so you definitelly should be always waiting for them to turn around to make your move, hiding behind the bushes, trees or stones and then attacking when they turn their back on you again. I wanted to reward patience in that regard.
The hitbox problem makes me really mad because in previous builds it didn’t happen and I have tested it now only to be attacking to the void with the sword most of the time . I’m not sure what could be the problem, maybe it’s the collider in the enemies and the trigger of the sword relative position to it, they may be not touching if you are really close to the enemy, but if you just attack a bit further away, where the white trail coincides with the enemy sprite, it does hit. I need to fine tune that better.
Shurikens are still ok it seems. A shuriken to the back is always a guaranteed stealth kill to all enemies.
The enemy crossing the wall in the screenshot you provided was just me being sloppy with the waypoint, I need to make it a bit more to the left.
The control scheme is something I’ll come again in the future, I moved onto other things now (the 3D course), but I’m interested in having this game be played with a gamepad. If I get around this in the future I’ll be updating this thread so you’ll definitely get to know.
Thanks again for trying it out, I’m glad you liked it and found it cool it motivates me to keep going forward .
My last question for you would be if you could lay out the specifics of what you did like or find specially cool about the game. That also helps me in figuring out what I did right so I can have them in mind for future projects.