Player Parrying
The player character in Operation Germ can fire two different types of ammo, and parry enemy ammo to gain their own copy. I have each move enemies can do have a collider which can be parried by the player. On parry, depending on which slot the player is parrying towards they will store their own copy of the move into that slot, and can fire it out. Each move has a scriptable object to store data about both the enemies' and player's version of the attack and that data is transfered upon parry.
Enemy AI
Each boss enemy in Operation Germ uses a state machine that juggles which attacks they do based on previous attacks and what the player has done. The bosses all share a parent class that handle a lot of the state behavior to keep unique mechanics in the bosses' child classes, making it easier for me and the other programmer on the team to implement bosses.
Art Implementation
To implement the art made for the game I made good use of Unity's animator component. For certain backgrounds, I would animate different elements moving to add life to scenes and menus. The player and bosses all use an animator with a clean layer set-up to get animations implemented fast.