A punch is only satisfying if the player believes it happened.
That sounds obvious, but it becomes complicated fast.
IdleFist is built around the fantasy of an automatic fighter climbing a dangerous tower. The player should be able to watch the Dude move, dodge, strike, block, and improve without needing to control every single motion. That means the animations carry a lot of responsibility.
If the code says the fighter dodged, but the body on screen barely changes, the dodge feels fake.
If the code says a kick landed, but the leg never really commits, the hit feels weak.
If the fighter has a library of poses but the active fight is not using them properly, then the game has good ingredients sitting in the wrong pantry.
That is where the current work is focused.
Before IdleFist needs twenty more enemies, ten more floors, and a pile of new powers, it needs a stronger animation and debugging foundation. We need to see exactly which pose is being called, when it is being called, and whether the fighter is actually using the intended motion during combat.
That means better preview tools. A working pose selector. Cleaner labels. More reliable links between fighter state and visual output. It is not glamorous work, but it is the kind of work that makes everything after it easier.
Once the foundation is solid, the fun opens up.
Different fighter profiles. More attack styles. Better enemy reactions. Clearer blocks and counters. Snappier movement. A tower that feels less like enemies politely waiting in line and more like a brawl that keeps escalating.
That is the target.
IdleFist should not just run in the background. It should be fun to glance over and immediately understand what kind of ridiculous fight is happening.
The Dude does not need to be graceful.
But he does need to move like he means it.