Thanks! I really like both of those ideas. I’m definitely rethinking the takedown now; if the player has already successfully gotten behind a guard, making that a clean one-hit stealth takedown may be a better reward than adding another timing layer.
I also agree the alert state could use stronger presentation. The patrol behavior changes, but I think some screen effects, stronger sound cues, and a more aggressive music shift would make that transition much clearer and more dramatic.
Glad the Metal Gear influence came through. Thanks for the feedback!