If you're grappled on a floor you can jump down through, you're immediately yeeted through any floor you could've dropped through if you pressed S. Interestingly, I wasn't
pressing S, so it's not as if the input just wasn't being consumed before activating the jump through function. Physics/collision issue?
Not sure, I don't use Unity.
Talking of grapples, the bar doesn't reset on success (you'll probably want to reset that to zero every time a grapple
starts), the pink graphic doesn't appear at all until you mash the button a few times (wasn't even sure I was attempting to escape properly, behaviour seems as if the float is below zero or the subtracting tick value is too high initially), and the sheer number of presses you need to escape from any grapple has me wishing it just took HP or automatically ended after a few loops. Give me freedom or give me death; I'll skip the RSI.
Maybe make it an alternating left/right button press, so the player still feels like they're working for their escape, but isn't being physically punished for playing?
Enemy attack range/AI... enemies might as well just not exist, with the crazy scythe range. Enemies need to do
way more stamina damage. Stamage? In any case, currently nothing is a threat with the reach of the scythe, both in front and behind the player.
If an enemy didn't
see you, colliding with it doesn't activate the found player subroutine, so you can get yourself knocked down by an enemy that was walking away, and have it just continue on it's way.
The parrying enemy wasn't really clear what was happening, and by that point, I'd completely forgotten about the otherwise useless kick. Only killed it because I remembered someone replying to a post with information about kicking.
Would recommend having it teleport to the other side of the player on a parry, maybe with a screen flash, but I'm also super unclear why/how it blocks a
scythe from
behind, but is completely blindsided by a
foot. Definitely wouldn't have solved that one myself without the post.
Dodge afterimages hang around way too long, and are far too numerous for the distance travelled. I can literally dodge then casually walk back through them. Doesn't give the impression that I just dodged with incredible speed.
You can dodge through enemies behind you, but only when they're attacking, it seems? So, less useful than just jumping, especially since I can bonk off enemy heads for free if I can't clear the entire distance to escape, plus jumping is a mechanic that always works, costs no stamina and nothing has aerial attacks that I recall.
Maybe increase the dodge range or make it bi-directional, act as a counter attack and cost stamina?
Good luck with your game development!
I've been using winRAR to zip the files. That'd be really weird if archiving them in a .zip is what's causing them to look suspicious! Also thanks for the link, appreciate it!
The exclamation mark means that it's a heuristic match, which basically means the AV is reminded of something else and ML means Machine Learning, which is a pretty baffling thing to match up with heuristics, but I'm sure the "we guessed a guess based on guesses" strategy has some merit... somewhere.
I guess an ML heuristics match is more like "I had a fever dream that a living Microsoft Word document was double clicked by a
huge mouse cursor, causing it to grow to outrageous size, and then it destroyed the city, so instead of getting a Clippy Megazord to deal with it after it grows, we're outlawing giant cursors."