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(1 edit) (+1)

When you attack you can't move. This is an animation lock; aka. you are hard-locked into completing the animation before regaining control.

This is not bad by itself and many good games such as monster hunter and dark souls utilise such animation locks. It creates 'weightiness' and makes you consider when to attack more than normal combat. The problem comes about when enemies have short windups letting them attack very quickly. 

It means that by the time you can move again, you barely have time to get away. Yes you can dash, which solves part of the issue but by the time you recover from your dash and go to attack the enemy they just attack again with little to no down time. Even then the timing to dash just as your attack animation ends and before you get hit is very tight. 

I'd say the timings are nearly there. Just by giving enemies a little bit more of a delay between attacks and/or a longer windup animation before attacking would go a long way. Also many games that do have animation locks often let you 'animation cancel' via dashing mid attack, aka. you dash mid attack animation immediately ending the animation and going straight into a dash.

Overall its a common mistake especially when testing your own game as you become adapted to the faster attack timings of your enemies; they may even feel slow to you. But, new players don't have those hours worth of playtesting and need that extra reaction time, especially on early game enemies. I too have been guilty of this in prior projects.