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Simple, physical enemy attacks can be parried. As the game progresses, you not only stun the enemy for a brief moment, but you can also perform a powerful counterattack.

Most attack animations are purchased animations, which in most cases have been refined using the software Cascadeur and adapted to my character.

The dodge roll does not grant invincibility frames, but it temporarily shrinks the character collider size and allows the player to move very quickly in a specific direction. Dodge rolls cost stamina!

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The targeting system was a hge challenge! Here in the screenshot, we see targetable indicators (the small arrows) and the targeted indicator (the large arrow). During targeting, the character always rotates to the active target.

A small stress test with 30 active enemy instances. The performance was good, but the pathfinding with many simultaneous enemies was a real pain. Problem still exists and I need to put more work into this!