Both Rika and Mima recieved major refinements to their movesets.
Rika’s laser now auto-targets nearby enemies as well as locking onto them once caught in the laser. It will also turn around to continue damaging the enemy if Rika runs past. Similarly, it also auto-targets nearby enemies or coins when Rika uses her standard attack. These are partially to increase precision in her moveset, but also gives the doll itself more autonomy.
The doll’s coin auto-collection was re-programmed to have a near 100% reliability at collecting coins it’s directed to. This was a little interesting to do, as any coins clustered together would have to picked up randomly, but i had to make sure it still went back and picked up anything that it missed
Rika’s grapple maneuver got tweaked to be a little easier to use, and generally more effective.
Mima’s fire punch can now be done in multiple directions. I had to draw out new animations for her shooting fire downwards and upwards. I also applied recoil to these moves, which I decided to make add to the same counter as Mima’s flight, to avoid jump-height cheese.
Coins dropped from enemies or the player now bounce when they hit any surface. This subtle change is done to avoid collectibles getting jammed into the ground, which is something I had so many problems with before. It’s not a particularly easy problem to address without needlessly over-complicating my collectibles, so the bounce is super helpful.
A minor change in the properties of the coins freed up a huge amount of memory that the game was eating for practically no reason.