The air attack call
After the phone call a crosshair would mark the player current location, and seconds later a missile would fall in there
I finally found out why was it so hard planning attack for them
it is cause most enemies were designed when Pherl had her energy blast attack, so I designed them as shooting game enemies
In a shooting game when you see an attack you just jump
But in a game like this that would be really annoying since Pherl haves slow attacks and eating animations
So instead of projectiles I think most of enemies should have localized attacks that affect small zones after a short amount of time. So the player would have time to rapidly consume an enemy before the time runs out