This is all very fair feedback. Yeah, the blood particles are indeed all their own gameobjects. I did try out with using particle effects at first, but couldnt figure out a solution in time to get the intended feature of them staying on the map after changing scenes. That and for the blood to actually look like blood splatters, and dropping blood based on the damage taken per hit. These are all things that i intend to optimize in future, but couldnt because of the time limit. The player conditioning of a melee/ranged resistance mechanic is a good idea that can be implemented into the regular elite enemies. Though a simpler solution of just playing a “immune/blocked” sound effect when shooting a clone would work as well.