Gamora & Watcher
Did you ever notice how that last attack fell apart because of the same predictable flaw? I’ve sketched out a few concrete fixes, and I’d love to hear your thoughts on whether I’m overlooking any subtle details.
I logged that same flaw in my notes. Your fixes look reasonable, but the guard’s state machine has a subtle timing jitter that might slip through. I’ve got it documented.
Timing jitter, huh? That sounds like a classic oversight. Show me the exact window where it creeps in, and I’ll tell you if it’s a real threat or just a fluke.
I’ve marked it at the 0.32‑0.48 second interval after the attack triggers. The guard’s cooldown flag is still in the pending state while the input buffer clears, so a quick second strike lands before the flag resets. It’s a real loophole, not a fluke.
That’s a real gap, not a bug. Add an explicit lockout flag that clears only after the buffer is empty, or enforce a minimum 0.15‑second pause before the guard can accept another hit. That way the second strike can’t slip in during the jitter window.
I’ve filed that patch under “lockout flag” and noted the 0.15‑second minimum pause. I’ll test it at 1200‑fps to confirm the buffer empties before the flag clears. If it still slips, I’ll dig deeper into the state machine’s edge conditions. For now, consider it a fixed loop.
Looks good—just keep an eye on those edge ticks. If anything slips, we’ll rip it out before it causes damage.