Through the last demo process, I played through a LOT of iterations. One of the biggest faults I came to realize, is that hits didn't FEEL impactful. You didn't feel like you were actually getting hit with a sword, a literal instrument of death.
Yesterday, I decided to change that completely. I want all out and implemented a Unity URP "Full Screen Pass Renderer Feature" allowing me to implement a shader that will sepia out the screen as you get more bloodied.
Then I thought, it doesn't feel quite right, yet. So, I added a tunnel vision effect to the camera so you really feel the "bleeding out" / "impending death" as you continue to be struck.
And I realized, I could also do a very subtle variation of that to add slight concuss effects to being hit, to add juice, but not overexaggerate
The result being this:
I also took the time to add a slight FOV zoom effect to sprinting to give an illusion of speed and a better indicator besides the stamina bar
In case you missed the last few YouTube updates as well, here are the latest changes to the visual effects and mechanics polish: