I appreciate and respect the effort you've made to reply to folks. So, [[SORTA LAW-DISCLAIMER]] before I open my mouth(figuratively) to do some backseat-game-design.. I should turn-tables to try to look at things from your perspective, most notably from the aspect of being a developer of a potential hit-game.. And only imagination as a limit to what sort people are out there, I might as well disclaim from any and all stipulations toward this game and/or dev. staff considering any&all possible ideas worthy of pursuit or further development; made from or come upon by comments made in a public setting (e.g like this posting) by yours truly.
And eventhough I am not egotistical enough to think I might arrive upon an idea worthy or suitable for the game brewing inside that beatiful, juicy nogging of..(wait what?) ..of your game, yet to be fully realized in an interactable form.. So, no matter how much I'd like to give any of my ideas credence, they might not just be suited for adaptation.. But you know what they say about a broken clock.. So, if by chance I might stumble upon an idea worth pursuing, feel free to use 'em without any fear of claim of ownership..
[[END of SORTA LAW-DISCLAIMER]]
-So, with all that out of the way; Here's my pitch: ..uhm, wait.. I actually had nothing To pitch.
-Addendum: Oh, actually, the stun-locked enemy-problem could be mitigated with a second enemy.. That would incentivise the player to adapt to juggle enemies, or keep moving.. And the 'attack-animation interruption', while empowering the player, could also give you to the excuse to make the enemies more able to attack the player more readily, i.e when they're on the move..
(though mitigation of the damage could be warranted..
-Both in perspective of difficulty-scaling, and immersion; Picture it yourself how much more difficult it would be to apply strength to a strike when you're in hot-pursuit, while some dumbass-commentor would be running..)
-This also would require the player to be capable to "twirl around" and strike the enemy on a moments notice..
Also, like Manlybadass- also professed liking for this atypical mob-behaviour; That some enemies strike/get hit & take a small detour and get hungry to strike once more..(Tho' I do understand why you did it that way.. [R])
-But the mob could also just be able to jump back,
--Which could also happen when the player misses the timing to strike at the right moment, or perhaps strikes with some sub-optimal weapon(If other weapon forms are planned)
..But some of these would require more thought on enemy placement, to keep things balanced.. Not to mention extra animation-work)..
Also, some players simply might not like all that much if all the enemies are aggressive, capable of striking as they're moving, and slink away, just to come back to strike again while chasing.. -So, while knowing some wieners are whiners all the way anyway..
-There should still be a need for the, if you excuse the term: the default-class enemy, you've already presented..
-But all this is more of a question of where do you want to allocate the effort and resources.. Because intriguing in-world story-telling, which you've been doing great btw, are more then able to carry a game..
Thus, for purposes of extra-resources, I would've paid++ for your demo, but that being non-possible, I can only indicate interest with ideas, and help you to add more resources for development by vowing not to disturb you with'em again.
--So, if you read this up to here, I can only offer you 5-stars and a parrot-sticker made purely from imagination.
And relieve you of duty to reply.
-d
Edit: F*damn typos.