I had to make idle and run animation versions without the weapon so I could just mirror the sprite every time it turns the other way.
Also had to make a proper state machine to handle idle/run/attack to and fro transitions. But got it working:
(bonus: the kickback has physics to it, so you can bump into stuff)
The enemy is just a sprite for now, no AI or damage taken yet hahah.
Next I’ll probably have to play around with the attack animations anticipation and overshoot. They got a great feeling of impact right now but have a bit of a delay.