Thanks for all the comments.
Help. I just realized there's a major design flaw in the gameplay. See how curb stomping enemies is a pivotal part of the game. Well, stomping isn't enjoyable unless it's button smashing. Who'd want to hold down a button to continuously pound an enemy's face into the ground? Not me. But when it becomes the focus of the gameplay, it becomes a repetitive issue, much more than anything in Dynasty Warriors. I've been thinking of ways to make stomping more interesting, but I'd like to hear your suggestions on the matter.
Besides stomping, the combat is divided between two buttons. One's the regular attack string, and the other is a weaker attack string but it puts your enemy into a combo status that lets you rake up more hits for each individual hit. Pretty simple there.
Though, maybe I don't need to expand on stomping, if the current system is already deep enough.
Now to discuss the differences between the two button types depending on directional presses:
RegularNoneAverage dial-a-combo.
HoldPan will be able to charge to do a single stronger punch. It also puts enemies in a stunned state.
UpUp+Regular would be a spinning hook kick. While Pan is more limited in the air combat-wise, a simple uppercut will launch the enemy, pushing the attack button again will lift Pan as well, so it can be used as an evasive maneuver when dodging ground fire.
DownFinishing move. When your power meter has one level full from flexing, you can do a finishing move. Hopefully, there'll be more than one. Probably not really a finishing move but more of a unique attack skill like a Hadouken or something.
ComboNoneA quick infinite combo. It has incredibly low priority. I haven't actually started the animations for this, but it'll probably be a few quick jabs then a sweep, and repeat. Hitting an enemy puts them in a bit of a stunned state, that lets Pan's regular attacks inflict more combo hits. So one regular punch would be counted as two. It also weakens enemy defense.
UpUp+Combo will be a grapple. Grappling works in that it tosses down your enemy but first you have to do a little button prompt, a mini-QTE or whatever. This also acts as the pickup/throw button. If the enemy is already stunned, then there won't be a prompt.
DownNot certain about this one. Might be parry, as a counter to the looseness of stomping. Maybe instead of a separate button, this can be flexing. Down without any buttons will probably be block anyway, so I should just make parry pressing down at the right time.
So yeah, cluttered buttons.
DashingAnother feature will be dashing. After dashing for about a second or something, pressing any attack button will make Pan unleash a flying sidekick, that blasts away enemies and in effect tosses them on the ground, making them vulnerable to your stomps. Holding down will make Pan do a tackle. It takes down a single enemy, but you go into stomping right after. Of course, you need the space to do either. I also want to make it so that if you hit a wall, Pan gets hurt. I believe that'd be hilarious.
Contact ImpactWhen two attacks collide, they'll clash with this ring or something. Both attacks will be stopped, unless Pan is doing a Combo attack in which he'll be beaten. I mainly want something like this so that combat has more of a heavy feel. I feel that my other games' combat felt loose and without impact.
So where does stomping fit in? It's a reward in a way as it lets players rake up really high combos. Getting enemies on the floor would either require beating them down enough when they're stunned, hitting them with a flying sidekick, or grappling them. Though finishing moves/skills would probably be another way.
FlexingHow to finish a combo. You do a nifty pose and your power meter goes up.
Yeah, ok. I think it's deep enough that I don't need to make stomping all so deep.
Here's an old engine test from late 2008 demonstrating the Flex system when it was originally conceived as Pan's system to gain woman companions. Now, Pan can just use it to please a crowd and get power-ups.
http://www.box.net/shared/ud1d4hlt91A: Jump
A in air: Flying kick
S: Attack
Up+S: Uppercut
You can also hang off ledges and jump off walls but that's hardly of use in a battle against swarms of undead and flying lanterns of horrible evil, really horrible evil.
D: Shotgun (Does not add to combo)
Q: Flex