This isn’t really a technical problem, it’s more like a discussion on whether I need to remove a gameplay element.
So in this game, when either you or your enemies get hit with certain attacks, you catch fire. The player can control turning but must always run forwards, while enemies run randomly. Burning stacks: if you’re already burning and get burnt again, the burn time increases. Also, burning is contagious: if you touch a burning enemy, you’re set on fire (not for very long). Finally, enemies keep burning until they disappear; they stay on fire when they’re KO’d.
Here’s the issue: When you’re burning and you run headlong into a KO’d but burning enemy, you get knocked back a little for the damage animation. Then you start running again, straight into the enemy again. The knockback isn’t large enough to be able to turn away. And the cycle repeats until the enemy vanishes or the player accumulates so much extra burn damage that they lose.
So the question is this: Is there an idea that can circumvent this problem, or do I have to remove a feature from paragraph 2? None of them are very difficult to ax, but they’re kind of like chocolate bars: you want them all. (Lame Halloween analogy.) Not in the above paragraph, but still an option, is decreasing enemy vanishing time - but this doesn’t help if the enemy is caught in a corner yet not KO’d, or any other situation where an enemy can’t move (e.g. timefreeze effect, fixed enemies such as cannons).