>I think there was some miscommunication here. I'm talking about temporarily setting the custom time dilation of the player and hit enemy to 0 to make hits feel more impactful.
yea i know, but i decided not to go through with setting it to 0 because i'd imagine swiping across multiple enemies would look annoying, it would look great if you fight 1 on 1 , but i think it would look weird if i swiped at lets say 5 enemies and it hitstops 5 times. so i decided to just slow the swing down instead of setting it to 0 (for smaller enemies) and adding a hit bounce on bigger enemies (to put it simply). but i'll tinker on this, it's really only setting one single variable in my code for the time dilation to be 0.
>Here's what it looks like
that's... actually expected kek, you can see there's a slight dash that brakes after a few ms, i think it's just a matter of perspective, you are used to faster movements so i'd imagine you expect it to go further than that. I guess the thing i noticed when i see people playing my game is that i see them treating it like as if they're playing dark souls or something, where you kinda just hit, and uses dodges to run away far and hit again. dodges in my game are mainly for iframes, and the distance isn't that far so it kinda encourages you to be super aggressive & keep staying close with the enemy, that's is also part of the reason why i added the rally system "that heal on enemy hit" feature on the game. I guess that part obviously isn't communicated that well since it's still pretty empty and there aren't any tutorial or something. here's how i imagined a normal combat in the game should look like. sorry for the weird aspect ratio, this shit happens when i use dual monitors for some reason.