So far it looks quite solid though - the only thing that bothers me a little bit is that the player doesn't really know when GK is entering bonesaw mode. You'll realize it more, once the dummy graphics are replaced with the actual bonesaw, but it also might be good to freeze GK for a couple of seconds and make him invulnerable during that time. This short time span then could be used for some kind of bonesaw mode show off, like in the original, but not as long.
I think this is a good idea. While in Bonesaw mode, he'll emit some sort of particles, too, so it will be obvious.
I'm a bit undecided about the changes you made to the level though. I can't really give a good feedback though, sicne I haven't testet it multiplayer, but it looks a lot more playable now - on the other hand, all the tiles and plattforms seem to visually fall more appart than before.
I'm not really sure what you mean by this.
- If you play as Nikujin, using the sword dash attack while standing close to and facing a wall, the cloud of dust will show inside the wall and the slash looks strange.
Yeah, that is kind of messed up.
- If you play as GK, you can stay in bonesaw mode forever as long as you keep bashing people. I haven't played it with someone else, so I can't judge how that would work out, but in bonesaw mode he's just too overpowered because the gauge fills up so quick.
Other players are capable of dodging your attacks, or stunning you with their own attacks. Against moderately skilled players, the Bonesaw meter should deplete faster than it fills. It's difficult to balance, though, so I'd like to hear people's playtesting experiences.
- The particle effects are only added with Golden Knight (I think, they didn't show when I used Quote and Naija)
They're added with Naija, too.
- Quote seems so weak among the rest of them now.
Really? How so? From my experiences, that wasn't the case at all. The Spur and Missile Launcher are downright nasty, and the Blade and Booster keep Quote from taking too much melee damage.
Maybe with the zoom, if you could make it zoom out a bit further if a character near the edge of the window is facing out of it that would be great, so you can see where you are going when retreating from you opponent. I guess you base the zoom on some kind of invisible rectangle around the characters that are a bit bigger than their collision boxes, and maybe you could make this rectangle extend a bit more in the direction the character is facing.
This is a really good suggestion.
Also you could add some kind of smoothing on the zoom, could be as simple as this:
ZFACTOR = (ZFACTOR+GETTOZOOM)/2
I already have something like this, but I'll try this method out, too.
Do quote have to freeze mid-air while doing his missile attack? Maybe it would be more fun if you had to time it perfectly with your jump, and also the freeze makes it very obvious that his feet are drawn as if standing on a surface.
Timing aerial attacks is much more difficult than you'd think. It existed in very old versions of the engine, and my friends and I found it more annoying than fun.
As for the sprite, I think the only real solution for that is to make a separate animation. Unfortunately.
I admire your spirit and motivation, keep it up!

Thanks. Posts like this help keep me motivated.