NightbladeOh, I can try that. How does it look?
NirelGood ideal. I can try that one too.
AllAnd speaking on this, I would like to raise gamedesign question, If it will not be offtopic here, though it directly intersects with battle animations.
How do you evaluate current battle system? Right now I have some type of close range battle (fire touch, a main weapon for 15% of a game) which is inferior to actual sword play, because there is combo stacking, blocking and parry. A combat will look like: single hit and run.
When long range weapons will be acquired it will transform into some inferior type of Contra, except that enemies doesn't spawn from camera side. A combat will look like cowboy duel: who fires first and dodges damage.
I begin to doubt, that a platformer about a mage was such a great idea. Can I still draw some fun out of the concept?