Punching now uses the exact sprite fist-tip position for hit detection. The collision point is derived from the same pixel math that draws the arm, so what you see is what you hit. A red debug dot marks the exact contact point.

The fist sweeps from body to full extension over the first half of the swing, checking for contact each frame. Close-range punches no longer phase through enemies. You can only hit things you are facing.

Fixed a bug where hits silently failed on first game launch until you returned to the menu and rejoined.