Just a quick update,
I Just got finished adding a charged melee attack to the game, which basically works like the one in Crimson Brave (which is in turn is like the one in A Link To The Past, but in a platformer). I might also add different charged attacks based on which direction you're pressing when you release the button.
I'm still considering whether or not the player should start out with all of these abilities, or most of them. I suppose it's because I've play-tested the game so much, but combat feels pretty dull without all the moves.
The problem is that if I make the skills obtainable, the player could miss a lot of them, or play through the majority of the game without some of the more fun attacks. Or, if I make them all obtainable early on, it could set up false expectations of the game, making it seem like there's going to be a lot more skills than there actually are.
Haven't decided yet. I ran into the same problem with Kurovadis's mid-air downwards attack.
Development is going about as smoothly as it can at the moment. My health issues still haven't been sorted out yet, so I'm trying to work through them as best I can.
My current plan is to limit myself to 7 days per remaining area of the game, in order to stop myself from focusing on extra content rather than what needs to be done. After the 7 days are up, I need to move on to the next area, meaning I need to work as if the result is the final product. The remaining days of this month will be used to wrap up the game, and create the CGs, and remaining music.
As much as people will joke about having another month deadline, this is literally the last month I can afford to work on the game. I can pay rent for this month, and then that's it. However, this is the kind of pressure I thrive under, so luckily it doesn't stress me out too much, health issues aside.
I'm just looking forward to finishing this and thinking "Good, now don't let that ever happen again, dumbass."