Thank you for playing the game. My intention behind not giving leeway with attack animation was to convey the "commitment" to a decision, it was something I wanted to try as game design idea. Perhaps adding a dash cancel with cost will be better idea. I will take note of that. Thanks for the feedback.
Viewing post in Ghost Ninja jam comments
perhaps, Maybe instead of cancelling the attack animation, the ability to be able to buffer my dash instead. Like coyote time in a platformer. Since the dash and attack felt quite disconnected, it was simply better to wait out an attack animation of the enemy and then hit them. I wanted to bait their attack, dash behind them then do a counter attack. But I always missed the timing; getting hit instead.