MIN / MAX — cyber‑fairytale turn-based RPG, Nintendo‑Switch controls, pixel‑art rendering

Mock up demonstrating how a combat scene might look
Rig and animate a single enemy character (already modeled and posed in a neutral “T”, attached in the Blender scene below).
The trial focuses on our core combat verbs so we can evaluate timing sense, weight, and export hygiene.

For the trial project, animate the idle and at least one of the attacks.
| Clip name (Unity) | Frames | Notes |
|---|---|---|
| Idle_Combat | 0‑40 (loop) | Subtle breathing; no foot drift. |
| Attack_Low | 0‑32 | E.g., leg sweep. Player is expected to jump over this attack. |
| Attack_High | 0‑32 | Player can crouch under this attack. |
| Attack_Left | 0‑26 | Quick jab from the left side with recoil; readable silhouette. |
| Attack_Right | 0‑26 | Mirror of Attack_Left; use separate clip, no negative scale. |
Readable at low resolution – over‑accentuate anticipation and follow‑through
Directional clarity – Low/High attacks primarily read as a Y‑axis motion; Left/Right attacks read stronger on X; Projectile attacks stay planted.
Time for hints – leave a clear pose gap (~4 f) for VFX flashes to spawn; no cloth/prop states baked.
Weight profile – protagonists are kids: springy, light foot contacts; no heavy soldier stomps.
Lore background – refer to this concept page