Work in progress and proof of concept for upcoming RPG Fantasy style game.
Another example of basic combat mechanics. Dodges, barges, attacks, blocking, impact rebounds etc..
The end also shows a good example of limb separation based on the point of impact from the weapon.
It's worth pointing out that blocking is triggered manually by the player and needs to be timed carefully with each attack, paying attention to the "combat indicator" above the head of the enemy target which gives some advanced notice for the player to react to. Combo marks are also displayed to give the player an idea of how many attacks to expect in succession although, any of the blocked attacks could result in a rebound resetting the cycle.
Where the player is rebounded, they cannot counter quickly due to the "daze effect". Where the player isn't dazed, they can counter-attack the enemy quickly if they are paying enough attention for that opportunity.