You’re definitely wearing your inspiration on your sleeve which isn’t always the best look. I think you should definitely try to better differentiate it from One Finger Death Punch
Beyond that I like the idea of OFDP but with a different skin and flavor. Could be neat depending on where you go with armor and weapons and the like
Mechanically, I aim to differentiate the game from OFDP by adding a second dimension to the combat system. In OFDP, you only attack from left or right, but in Heuss you can also change your vertical stance by ducking or lifting yourself on one leg.
So during combat, you can target specific parts on an enemy’s body or evade certain attacks. This allows for more creativity and agency in the way the player handles gameplay situations, something that is less present in OFDP.
Because of this stance switching, I can create enemies that have more varied patterns. My goal is to have a dynamic battlefield where enemies can interact between themselves in various ways to create interesting gameplay situations for the player to navigate.
An example for this would be an archer firing an arrow at the player.
The player can duck it and let the arrow hit an enemy on the other side. But if this enemy has a specific shield, the arrow can be reflected back to the player, etc…
I’m a sucker for dynamic sanboxes and emergent gameplay!