>>324926638

Yeah, It think you've summed things up pretty well. Agreed with:

>here is no need for things to be "correct" in order for gameplay to feel right

Until I slowly and deliberately experimented with blocking in In Death, the huge shield hitbox wasn't apparent but it still felt "right."

Reading this article now from the Until You Fall melee combat designer:

https://www.vrfocus.com/2020/11/you-can-block-if-you-want-to-exploring-core-combat-design-in-until-you-fall/

Maybe there's still a middle ground to be had. For instance, rogue and assassin-type classes could sneak up behind enemies and aim precise stabs, or fighters could engage bullet-time and go for aimed killing blows, while still using abstract motions to block and wear down enemies.

gotta roll up my sleeves and starting waving swords at blocky enemies