HKM Industry, I have to be completely honest with you—your deep dive forced me to look under the hood of my own visual scripting logic, and I found the ultimate plot twist. You are going to find this funny.
You were right about the Pass button, but for an even crazier reason: I realized that currently, pressing 'Pass' doesn't actually apply any physical force to the ball! It ONLY shifts the player control to the nearest teammate while leaving the ball behind. No wonder players were avoiding it—it was acting as a broken manual switch disguised as a pass button!
Your order of development is absolutely perfect, and I am adopting it as my roadmap:
1. Lockout during deliberate input: I am making this my #1 priority. If the joystick/movement is engaged, the auto-switch distance check will be strictly disabled.
2.. Fixing the Pass core verb: I will fix the actual pass logic so the ball travels before the control shifts.
3. The Shoot Wind-up: You nailed it again. Since the raw distance check was firing every frame, it WAS interrupting the shooting animation mid-swing. I will lock the control state during the shooting action as well.
I cannot thank you enough. You didn't just give feedback; you practically saved the core mechanics of this game. As a solo indie dev, having a critical eye like yours is a blessing. Thank you for making me a better designer today! 🎮🔥



















