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Oh I got what you are mentioning. It is an counter action that you can perform at the moment that the enemy almost grab you.
I will make a trial to see if it's possible. If it work, i will implement this.

The major difficult of the multi-enemy suppression is the interactions between different animation controller. Each entity has its own controller deciding to play which animation, and the animation under that controller can only modify that one entity. The current sex animation works because they have a hidden player sprite copy under their object. If adding other entity copies under the object to make multi-enemy suppression animation, each enemy will have lots of the hidden sprite at their object and it will be super messy. I have a solution though, but would need more study on it.

Changing the struggle animation based on the player facing direction is totally possible. However the animation still take times to make, i would like to implement this but would be at future version. A ability to improve the effect of countering the enemy  grab sounds good, will add it to my note.

Thanks for the suggestion!