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Thank you for playing the game. My intention behind not giving leeway with attack animation was to convey the "commitment" to a decision, it was something I wanted to try as game design idea. Perhaps adding a dash cancel  with cost will be better idea. I will take note of that. Thanks for the feedback.

(+1)

perhaps, Maybe instead of cancelling the attack animation, the ability to be able to buffer my dash instead. Like coyote time in a platformer. Since the dash and attack felt quite disconnected, it was simply better to wait out an attack animation of the enemy and then hit them. I wanted to bait  their attack, dash behind them then do a counter attack. But I always missed the timing; getting hit instead.