>>331455120
One VR game design principle that keeps sticking with me is from https://www.vrfocus.com/2020/11/you-can-block-if-you-want-to-exploring-core-combat-design-in-until-you-fall/
>For the game to feel fair, the player has to build an idea in their mind of why they died and what they could do differently next time to improve. If we couldn’t present that information clearly, then we just couldn’t make the game grow to present the level of challenge or achieve the fast-pace we were envisioning. 
>This type of clarity is important for all action games; most melee games tend to be in the third person for exactly this reason. If I die in, say, Bloodborne or Hollow Knight, chances are I can see my avatar’s whole body, the angle of the enemy’s swing, and where exactly I was hit. This makes it possible for me to watch my death and say, “Oh, I died because I didn’t dodge in time,” or, “I didn’t time my jump correctly.” Then, I know what I need to practice, and/or how to adjust my strategy going into the next fight.
>In a first-person melee game (especially a VR one), it’s a lot harder to convey that information. If I’m killed by a sword-slash to my torso, there’s no guarantee I was looking down when it happened. I just saw the enemy swing. . .and then I died. 

Thus, I think a problem with getting pushed around that it'll feel arbitrary unless you really ham up the UI prompts around it like UYF, or have a lot of slow motion like B&S/boneworks.

One melee VR game I'd like to see done is instead of just being a dude in first person, you're inside a humanoid mech cockpit, with a heads up display, and your hand movements only indirectly control the mech. Then when you do things like push the mech around or limit the strength of its arms, it also makes fictional sense, and you can have up all the UI prompts in the HUD without it feeling that immersion-breaking. Think EVA VR.