User:Athena Hawkins/super vizole world ideas




 * The game's story is simple: The Razorback Supertzar invades and launches an attack on the Mallorian Monarch unexpectedly. Having supposedly emerged from another dimension, her alien techniques prove to be too much and cause the Resistance to fall back. Chance Roulette disapproves of the cowardliness of the Resistance, and decides to launch a surprise attack on the Supertzar. He recruits seismologist/siren Vizole, superstrong human Whiskey, bad chef Fry Eyes, and mutated Manikin Man, uniting them together in one team with the idea that they possess abilities that'll stop the Supertzar from going much further.
 * Vizole is tasked by Chance to locate the Twelve Instruments of Soothing and collect them, and is commanded to try and charm the enemies so that they'll join the Zaxinian Lifts' "Resistance". If Vizole didn't even spare one soul prior to being able to reach the Supertzar, Chance will heed Vizole as "too dangerous" and replace the Supertzar as the final boss. His defeat allows the Supertzar full entry, and Vizole joins her as her right-hand man (Bad Ending). Though, if he manages to charm all the beasts and the Supertzar, the player receives the Good Ending. If there's a mix of beasts killed and charmed by the end, the Supertzar will still be fought, but the player will get a Neutral Ending.
 * Whiskey is tasked to shut down all the enemy posts belonging to the Supertzar. In the meanwhile, she must charm and cheer up Silver Zin, and also date him all the while.
 * Fry Eyes' objective is to shatter the empire's distance by flying around the levels and shooting away at the Supertzar's craft and soldiers. As she does this, she must defend civilians from receiving death by shooting at her enemies at the right time.
 * Manikin Man's goal is to board the villain's ship and poison the Supertzar's forces. Manikin Man must play carefully to not lose any of his little children.
 * Manikin Man, Fry Eyes and Whiskey will battle Vizole at the end of their stories with the assumption that Vizole killed all the beasts and that he'll kill them next. Once they kill Vizole, they'll receive the Bad Ending. However, shall Vizole be doing the right thing, they'll each receive the Neutral Ending or Good Ending, dependent entirely on Vizole's mission. Additionally, these three all have different bosses.
 * Chance Roulette's objective (not playable) is to brief the characters on their missions and talk to them throughout the levels. He can't be charmed by the player (claiming immunity) but tries to encourage the player... even if in freaky ways.
 * There are sixteen full-scale levels in the game, which are shared by the game's cast. While Vizole can go to all of them, the other three can only go to ten stages each. The player is occasionally given a choice as to which stages they want to do first, but they'll have to complete both offered levels.
 * Chance Roulette's casino serves as the game's sole hub and central location. All levels are accessible from there, and all NPCs can be found there. While the overworld is large, the player has a small-scale map on their screen that'll help tell them where their next objective is. Occasionally, bosses will be fought in the overworld, but not always.
 * Bosses are beast-like, but humanoid in appearance. They cannot be reasoned with prior to battle due to their wild nature, but using instruments will help soothe them. Only Vizole can charm and romance the bosses; the other three have other commitments and have bosses they're required to kill. Following fight breakups, the player can visit the bosses at any point. The player has more options than just befriending or romancing them; they can be recruited for adventures and summoned with special instruments or provide the player fast means of transportation around the overworld.
 * ...Shall the bosses be killed, their souls will dissipate instead of being able to be collected. They will be teleported to the hands of an important NPC (Chance Roulette). Depending on how many bosses were killed (if at all), the final world and corresponding boss will be different.
 * Vizole, Whiskey, Fry Eyes and Manikin Man are playable characters, each with their own in-game storylines to follow. Unlike Sonic Adventure, the inspiration behind this choice, all the characters follow a similar playstyle: straight-forward quick action.
 * Vizole is focused on keeping a very fast pace going. In mid-air, he can do little whirlpool-like twirls that temporarily halt his descent and push him upwards for a mid-air jump (Whirlpool Boost). He can do up to three of these before he needs to recharge on the ground. He can also take a step back and zip forward like a rushing tsunami wave (Tsunami Dash). He can also collect instruments, which he must use to soothe the bosses.
 * Whiskey can burst through tough boulders by just dashing right into them, and has a wide range with her rope to ensure her enemies can be strangled and also hurled around. Whiskey is capable of pounding her fists into the ground simultaneously to do a forwards flip through the air in a ball of sorts; this gains her quite a bit of height but only works when she's running (Fistjump). She can spin around in a cyclone to get rid of enemies, too (Cyclone Rush).
 * Fry Eyes is the fastest, capable of using a jetpack to burst through the air quickly. She controls like a Star Fox arwing, able to navigate left, right, up and down as she flies through the air. The player can choose to make Fry Eyes fly right down with her hot skillets to smash apart bunches of enemies (Skillet Smash) and shoot out lasers from her eyes to dispose of flying enemies (Heat Burst).
 * Manikin Man is the slowest, but still has quick gameplay. Manikin Man's stages only consist of a few puzzles so to prevent them from being too long; Manikin Man must command his Manikin Children around to help him progress, with their stretchable limbs being able to push or hit things from afar. Manikin Man himself must concentrate with fighting, capable of blocking attacks (Radio Block) and punching his foes Punch-Out!! style (Gross Mac).
 * Each world is themed after a family of instruments (i.e. woodwind, brass), and power-ups are achieved by reading off and singing note sheets. It should be noted that Vizole, Whiskey, Fry Eyes and Manikin Man all are capable of using these power-ups. If one played all their singing voices together, they'd sound just like a choir.
 * The player has four separate homes they have for the protagonists that they can decorate with the various decorative items hidden around in the stages. Pirate ship flags and fancy carpets, for example, can be picked up and be used later on their houses. Players can travel around their own little homes and read off small details about the stuff they collect... from the prospective of Vizole (curiosity-filled descriptions), Whiskey (knowledge-witted descriptions), Fry Eyes (self-depreciating descriptions), or Manikin Man (sloppy handwriting).
 * Due to the closed-off style of the Zaxinian Lifts setting, there aren't as many NPCs, but there are more bosses for sure. Enemies are based off of Zaxinian Lifts enemies that I worked on with Inferno.
 * Fantendo release pending; sketches needed for visual presentation (Vizole, Chance, Fry Eyes, Supertzar), gameplay needs more depth, custom tables need to be made