Thanks! I think this criticism is completely fair. I actually had more feedback around the takedown earlier in development, including a progress indicator, and I think I probably stripped that system down a little too far for the final version.
There is a timing element to the takedown, but without that visual feedback I don’t think the game communicates it very well. So instead of feeling like you’re trying to hit a specific timing window, it can definitely come across like you’re just supposed to walk up and mash LMB until something happens.
Looking back at it now, I think that progress feedback was doing more important work than I gave it credit for. That’s something I’d want to restore or redesign in a post-jam version.
Thanks for sticking with it and for the detailed feedback. And I’m glad the HITMAN influence came through. That was definitely part of the space I was aiming for.