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Take some Tomba 1 to 2 cues for how multiple planes / layers has to expand. As i have said many times here... Klonoa has, kinda forgotten about the foreground and background mechanic, the game utilizing it the most, being the very first.
I also think a level should be more loose. Something about Klonoa, is too tight in design, so designed, it`s always the same. Take the old Sonic games for instance, they were essentially physics playgrounds and if you knew how to play around with them, it'd be for your benefit, taking you to greater paths and such. (i know i hate to compare Sonic and Klonoa together, again, Kirby and NiGHTS are more like Klonoa than Sonic...)
Speaking of Kirby... I think all monsters, except for moos, should have an unique throw or effect for when you hold them, like those little copters from 1-1's first bridge from Door to Phantomile, with this, Haggis said if there was to be a 3rd button in Klonoa... It could be to store an enemy, so it could have multiple loses, that the player can decide what to do with it how ever, when ever he feels like it.
Have a time limit for levels? I know this is arcade design philosophy, but it ensures a faster pace and the will of wanting to do better next time, which... Again, i feel like most games after Door to Phantomile, also aren't nearly as fun to play as Door to Phantomile because of their slower pace, and how they are less agressive and such, change 3 hearts to 6 hearts back and you can do more with the levels, and makes you actually feel like getting hit means something, rather than "stop playing stupid!" meter.