The sword really needs to be fixed... Also it would be nice to have more weapons. Otherwise it's just a (more beautiful) remake of the original
Since I found the sword to be a bit overpowered my idea was to make it require some skill/practice to use. You have to "swing" it sort of like a real sword. If you move the mouse too slowly, or the angle doesn't match (you're too perpendicular relative to the blade), it won't cut anything.
In practice though it might be too unintuitive and sort of not fun to use.
Ok, but I can "win" in .2 seconds by pressing 3 then clicking the forehead. I don't think the concept of "overpowered" can apply in this game, nor the concept of "skilled". Not to mention that you can't even see anything. If I click and drag, the sword just stays there spinning, and when I drop it teleports to the (previously unknown) position of my cursor. Now here's what's overpowered: the fact that I have no idea what's happening, to the extent where, when it works, what was supposed to be a small cut turns out to cut the entire room and everything in it because I have no idea how far my cursor went. Even with a real (difficult to use) sword at least I have the advantage of knowing where the sword is in real time. Not to mention that swinging something in a straight line and moving a mouse are different things.
You are right about the "unintuitive" and "not fun" parts... I would just have it be a point on the screen. When you press it, you define a straight line to wherever you move the cursor (sort of like planning the strike) and when you release the sword appears for a split second and cuts.
Haha, maybe I chose the wrong wording. Don't get my wrong, I totally agree with you and I'm not arguing here, just thought I'd explain my reasoning here, in case you're interested.
By "overpowered" I didn't mean that you could kill the victim too quickly (as you say "winning" is not really a concept in the game). Rather it's overpowered because you could easily reduce the entire body to a pile of almost nothing in 1 or 2 second and a few easy clicks, which I though made it feel a bit unsatisfying .
And by "skill", my intention was not to add a challenge to the game at all (again not really a useful concept in this "game"), instead what I wanted was to firstly, make the sword more effort to use in order to slow it down, and secondly make it feel more "realistic" and satisfying to use.
It's definitely pretty janky to use right now, but I did find (in my opinion) that although it was very difficult moving the mouse correctly along the swords axis, knowing the mouse position wasn't that important, you just had to take a little time to line up the mouse and with very little practice it definitely got easier to use.
(Spacebar+F2 will select a debug tool. You can turn on the Tools Debug option, then with the sword selected turn on Drag to Cut if you're interested to see how it feels to to just be able to drag a line to make a cut.)
Though I did want to expand on the original at least a little, this project was a way to learn Unity for me.
But it ended up taking me much longer than intended, and I wasn't happy with how some of it was turning out. I was determined to complete it to some degree at least so I shelved other stuff I wanted to add and just finished off the existing features.
There's a good chance I'll be slowly adding more stuff in depending on what's possible.
It's really cool as it is. It adds a lot of possibilities with the new ways you can use stuff (rotating the saw) and the ways the ragdoll works. That's probably why I'm a bit sad that it did not play around more with the possibilities the game itself creates and doesn't add anything new (except for, you know, that sword).