In Progress Pretty Soldier Sailor Moon vs. Nightmare

The project is currently under development.
That’s correct. I’m something of a perfectionist—I never do anything just halfway—which is why game development takes a long time.:ROFLMAO:
👏Hey, hey, boutique games are not afraid of being late. From my personal observation of you for so many years, you are a producer who develops games with great care.I'll give you 95 points for the current quality of your game. The full The perfect score is 💯。
 

In this video, I’ve implemented the movement arrows that were previously omitted, and a new type of enemy now makes an appearance. I’ve also replaced the background music with a track that’s a better fit for *Sailor Moon*.
 
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In this video, I’ve implemented the movement arrows that were previously omitted, and a new type of enemy now makes an appearance. I’ve also replaced the background music with a track that’s a better fit for *Sailor Moon*.
This piece of music is a little sad and very nice. By the way, I have a suggestion. It may be better to change Sailor Mercury slaying to freezing. Is that the enemy is frozen after being hit by special effects.
 
This piece of music is a little sad and very nice. By the way, I have a suggestion. It may be better to change Sailor Mercury slaying to freezing. Is that the enemy is frozen after being hit by special effects.
Since the Sailor Guardians' techniques can be used easily as long as they have enough MP, I should probably assign the ice element to Mercury's "Super Move."
 
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I initially considered assigning the ice element to the "Super Move" rather than the standard "Special Move," but since an enemy already frozen by an attack cannot be frozen again by a subsequent hit of the same type, I decided to apply the ice element to the "Special Move" instead. As a trade-off for this ice attribute, the attack damage has been reduced.
 
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I initially considered assigning the ice element to the "Super Move" rather than the standard "Special Move," but since an enemy already frozen by an attack cannot be frozen again by a subsequent hit of the same type, I decided to apply the ice element to the "Special Move" instead. As a trade-off for this ice attribute, the attack damage has been reduced.

Freezing is a nice touch.

It helps to add mechanics that do things besides just causing damage. That gives players more options and adds to character flavor.

DC
 
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In the game, this boss character moves while its lower body rotates.
That animation takes 7 frames, whereas the version I created takes 20 frames.
The reason for this is that the front and back patterns of the skirt are different, which increases the volume involved in a full rotation.
Wow, my friend, you are really amazing. The skirt makes a rotating dynamic effect,Very good idea.👍
 
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Redesigning the boss character has naturally brought to light some areas that need adjustment. I’ve tweaked the angle of the headpiece, refined the details of the neck adornment, made slight changes to the hairstyle, and shifted the neck and shoulder area down by one level. I also cleaned up the patterns on the skirt, as they had become a bit messy toward the edges. Additionally, I’ve made minor improvements to the quality of the apple and the hand holding it.
 
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