It’s funny, initially I didn’t see the trapdoor at all but then once I did, it was pretty obvious. Reflecting on it more, I think that when I started I was really focused on the rat and kinda got tunnel vision as a result.
It’s a common design struggle for me (and I think most people), worrying that something is too obvious but it’s only obvious with certain assumptions/situations. It might be interesting to make the rat even more “radar” like, on approach to put an “initial check” cylinder on the player so it feels more consistent, and then get the distance to the enemy AND flatten the vector from the rat to the enemy compared to the the player facing direction then animate it differently bases on how far and how “in front” the enemy is. Just an idea because I like thinking of things.