Overhauled the damage mechanics and added in a system similar to the Ringloss from Sonic. Taking damage now still gives a penalty, but you can stop to recover if needed. Also adding more purpose to the collectibles
Revamped Kimiko’s moveset, and changed how her telekinesis works.
She now spawns a certain minimum number of default energy balls on top of any projectiles she’s also collected, which makes her telekinesis inventory less cluttered.
She can also stop and start her attraction field at will. This means that she can hold objects in place to bounce on, and then pull them all back to continue attacking. She can only freeze the objects in midair once per jump though.
A few minor control tweaks were made for each character. Most notably adding a few buffer frames to each of the character’s special moves, to make sure that they still do something even if the player only taps the button.
A lot of changes were written on my second laptop in the back of my booth whilst I was running my exhibit at FanExpo, so I’ll probably be following this up with another update pretty quickly, as I wrote a lot of that while being pretty busy.