AlgusUnderdunk
Smash Ace
- Joined
- Sep 17, 2007
- Messages
- 728
Aside from the obvious sword fighting and slot machine gun, I'd add a lot of feints and mix-ups into Layton, such as giving him a counter that doesn't counter, but rather moves him to the opposite side of the enemy as a set up for any move. That slot machine gun, I'd have its firing strength controlled by a small slider type puzzle that would appear above him, almost like a WarioWare minigame. Faster you solve it, the less vulnerability in using the weapon. Going back to that counter, I'd actually make it so there's a way to make it counterattack, AND a way to make it dodge, AND a way to go into a command grab, essentially adding a rock paper scissors style battle of prediction and analysis of your opponent.I too am intrigued by the possibility of Sakurai adapting a puzzle move set into smash, Layton is canonically a master fencer and contraption maker, but I do wonder how Sakurai would chose to do puzzle mechanics.
I try not get myself too work up because Sakurai sometimes makes up stuff (Rebel's Guard) or does it in outlandish ways we could never imagine (Command selection.)
I also wonder about the feasibility about something like a pitfall that's a puzzletrap. Again simple puzzle, WarioWare-esque, faster you solve it the faster you escape being stunned by Layton.