Evenin',
I'm working on an action adventure platformer in 2D and I've just about finished up the first level, and I'm fairly satisfied, except for the sword combat. On the first quest the only thing you have to fight are simple crabs that move back and forward over their territory, and if they touch you you take some damage. This is okay because it's part of the design. But I definitely need to work on the player's combat.
Here's the problem. I'm using a spritesheet for the player, and all attacks are animated in that spritesheet. Each frame is only 64x64 pixels, so there's not an awful lot of room for sword attacks. For this reason I've had to keep the sword pretty short and the only animation I managed to fit was a simple stab.
The game doesn't have much immersion when it comes to combat. The stab doesn't appear like it should do much damage. The reaction to a stab is the crabs take a couple of steps back and a sound bite plays. But I'm just not sucked into it enough.
What are some key design points that I should focus on here? What makes for interesting and immersive sword fights? I'm new to the psychology of games so I'd like to hear your opinion.
I think it's too late to change my engine to use bone-based animation at this point, and if the character was any bigger, he'd be too big, so these are my restraints at the moment.
Thanks for reading