The running animation looks very weird when holding the katana. You might want to make seperate animations for that.
The blocking cooldown is rather long. Maybe this was intended but personally I’d make it shorter.
Put the variable for the animations upfront in the script.
--// Don't do this:
UserInputService.InputBegan:Connect(function()
local HitAnim = Humanoid:LoadAnimation(script.HitAnimation)
HitAnim:Play()
end
--// Instead do this:
local HitAnim = Humanoid:LoadAnimation(script.HitAnimation)
UserInputService.InputBegan:Connect(function()
HitAnim:Play()
end
Loading the animation upfront is always better.
Overall I really like the animations you did. They look pretty fluid!
I think this game can go places, however there are a few problems
First of all, running animation is smooth! but it completely breaks when you pull out the katana
Secondly, when attacking enemies you could add particles for when the sword hits them, as well as damage particles. The damage indicator is pretty basic.
Thirdly, the screen shake that occurs when falling from a certain height is set too low, and so the consistency looks off (this also includes that there’s no fall damage, so it’s not possible to die unless another play were in the game)
Finally, the stamina isn’t all too good, you can run for about 30 seconds and take 5 seconds to regain it all back.
(pay attention to the stamina bar.)
I also recommend fixing the crouching, or at least raising certain places, as you can come to a complete stop when going under objects.
Other than those issues, this can be a great game.
Looks nice, the hitting animations are a bit off and the sound effect you’re using for the run doesn’t match the run the sound is a fast sprint and the animation is a slower pace sprint i like the jump animation, otherwise good concept!