=> elephant attack animation looks really bad. it doesn’t looks like it is attacking someing but dancing instead. it should maybe have a unique attack animation when attacking a building:
Ohttps://youtu.be/TTaCrP_U4ao?t=218
Ohttps://youtu.be/TTaCrP_U4ao?t=228 (EDIT: in this particular sequence i also realised that the horse archer unit do not release the string of the bow but draw the string to fire the arrow and undraw it back instead which does look very odd)
=> i believe units should have a different animation depending on if they attack a building or a unit overall. tis would prevent this wired loooking attack animation of a torch holder hitting a wall or tower from so far away.
Ohttps://youtu.be/TTaCrP_U4ao?t=212
=> some archers attack animation is not in sync with arrow firing:
Ohttps://youtu.be/TTaCrP_U4ao?t=172
Ohttps://youtu.be/TTaCrP_U4ao?t=185
=> some infantry attack animation has animation cancel:
Ohttps://youtu.be/TTaCrP_U4ao?t=315
=> walls falling down make rumble appear too soon under the falling wall (and too large?):
Ohttps://youtu.be/TTaCrP_U4ao?t=327
=> units instant rotation looks awefull for a 3D game. make it super fast rotation instead please:
Ohttps://youtu.be/TTaCrP_U4ao?t=82
=> the charge animation of units looks really cool (tho elephants seemed to not have one?) but the smoke coming off cavalry charges feels off. i understand the reason behind it but maybe would it be better if it had a shockwave effect instead of this puff of smoke which cover the visibility of the unit. puff of smokes are for gunpowder weapons. don’t make it more confusing by also giving the same effect to unit which have nothing to do with gunpowder:
Ohttps://youtu.be/TTaCrP_U4ao?t=173
(delet the O before each link. did this because of the number of link limitation for new users)