@RealScaniX Concerning the swordplay: you have to move your cursor very fast. No hit would be registered unless your sword has some speed. I tried to figure out the best way how to make players aware of that. I added the "swoosh" sounds when sword's speed is high, but I didn't have other ideas to really make a player feel the difference when you make a slow hit or a fast one. Maybe camera movement could improve it.
Have a look at this gif:
I noticed the sound and tried to move it very fast through the enemy, but wasn't able to hit them. I'm probably missing the right timing and should try again.
The time frame between "enemy reached the range of the sword" and "enemy reached you" seemed very small, so it's possible that I missed it.
For the minimum speed necessary for it to work, you could probably add some "wind lines" (can't think of a better word at the moment ^^) as a visual cue.
A question: would you prefer to have a cursor or no cursor at all in the screen?
As the sword is pointing at the cursor, it probably IS helpful. Probably you could even add visual cues (necessary attack speed reached) to it.
The question is always: Where does the player look while playing. He will probably focus on the player character to get the attack timing right, so the cursor would be irrelevant.
I'm unsure. I can only say that I added more and more visual cues in the game area to avoid having the player look down into the HUD. So in your case the right thing might be to have everything close to the player?
Btw, I like your game - Spaß Taxi. It looks great. The name really suits it.
Thank you!