>I think it's pretty much the ultimate cheatcode to animation, where for instance the animations need to follow your sword instead of the opposite as it is in every other game, so there can be no startup or recovery frames, but there still needs to be a wave of motion even as her swords can remain active, so her skirt does all the work
Dude that is so true and it's kind of cool that you seem to have come up with that on your own. I've been taught something similar from some course, I think it might have been Shingo Yamashita? anyway, to make punchy movement on the "limited animation" technique, you jump the subject to the result in a single frame, but the secondary animation like hair, cloth, etc "catch up" afterwards for a few frames. Like if an anime dude was making a punch, instead of drawing the in-betweens from standing, winding up, launching the punch half way, it impacting, instead they just draw it having just impacted, and then his clothes ruffles and his hair sway spend the next few frames moving from his standing arrangement into his punch impact arrangement (called secondary motion)
anyway I was also going to say I actually like a certain artstyle, with large solid areas of few colors similar to dot/pixel, but higher res (I call it mspaint style) such as for example: Busty Detective! The Case Files of Aine Tamagushi and such games. I would put a image but itch won't let me. surely with using nearest integer scaling and black bars it will be fine.












see this light grey patch? this is a blocker, you crash into it. so it is like a wall or a concrete barricade or something. but look at the sides of the arena, they kind of have a LoZ ALttP type slant to them, so then this middle thing should have that too, right? like the sides of the walls should "pyramid" out around it a little bit, so so that you know it has height. otherwise it just looks like a symbol painted on the tarmac that you shouldn't hit into it.

okay I can see that you've already got that for the in game ui
