Thank youuu! Definitely keeping all of these in mind IF/WHEN we get around to revisiting this whole thing!
As to what you asked:
- yeah, simultaneous enemies is the primary source of challenge in this version, and the idea is to prioritize which main source of danger to dispatch before the other. Though if you're really, really good, you can attempt to play both minigames at once - that's why minigames call on different inputs!
- there is a slight difference: slashing an enemy forces an encounter with that enemy only, whereas getting bumped into will add every surrounding enemy to the encounter. Ideally the system would have had attacks of opportunity and such, but... limited dev time and all that!
- there is "correct" timing but there is no better than correct indeed - either you get it right, or you don't! Something to look into for a scope++ version??