Click, Fight, Repeat
Combat got a complete overhaul. Click an enemy, your character runs over and starts swinging. Kill it, and they’ll turn on the next thing trying to eat you. Same controls whether you’re on a phone or at your desk; tap or click, that’s it. Hits actually feel like hits now too, with a satisfying freeze-and-shake on every impact.
- Unified click-to-move and click-to-attack input across desktop and mobile (no more
#if ANDROIDinput split) - Combat state machine: persistent target engagement with auto-attack on cooldown when in range
- Auto-engage nearest threat after killing current target (wave defence works with single-target controls)
- Target re-pathing every 0.3s so the player chases moving enemies
- Target highlight: pulsing red ellipse beneath the engaged enemy
- Hit juice: hit-stop (3-frame freeze on impact), screen shake (scaled by damage), red flash on damaged creatures
- Hotbar UI: centered weapon slots at screen bottom with number key switching and gold active-slot border
- Ranged weapons (bow, spear, grenade, molotov) aim at the target entity position when click-to-attacking
- Dual-wield auto-swing: offhand attacks automatically when main hand is on cooldown during engagement
- Shield auto-block: shields block passively when equipped and player is not mid-swing
- WASD movement still works as a fallback when no click path is active
- Android starts at 2x zoom with max 4x (desktop unchanged at 1x default, 2x max)
- Scaled “YOU DIED” and “GAME OVER” overlay text based on screen height; readable on phones and desktops