Hahah yeah hope he doesn't take it the wrong way, but overall for a two week jam, first time making a Super Pucnhout clone, very first time ever working with animation keyframe-based logic and not using colliders or trigger areas (I come from unity in the past), I think I'm really happy with the result after 12ish days or so
In fact there's not a single collider or collision detection of any kind in the whole game, everything is based on AnimationController and State machines