The Indie Game Magazine May 2014 | Issue 37 | Page 11

Man-styled everything, then it’ll definitely be called a Mega Man ripoff unless you exercise a healthy amount of self-awareness and tact. On the other hand, if your game has Mega Man-styled combat, Sonic-styled physics, Gunstar Heroes-styled bosses and Mario-styled bonus stages all wrapped in an oriental aesthetic, suddenly all those features melt together into a fresh recipe. that’s surprisingly absent in a lot of platform games. And then there’s Carol’s motorcycle. I won’t spoil it, but I’ll just say that I get a really big kick out of the way most players react when they ride it for the first time. IGM: Platforming and smooth combat rarely go hand-in-hand. What sort of design mechanics are in place to allow for fluid combat? Strife: I think one of Freedom Planet’s most unique aspects is how it incorporates the momentum-based physics from games like Sonic with fighting mechanics. In a typical platformer, you usually defeat enemies by simply jumping on them. It works a little differently here. You don’t take damage from touching enemies (unless they’re covered in spikes) and you have a variety of close-range attacks you can use, such as Lilac flinging her hair like a whip, or Carol attacking with a flurry of punches. The faster you’re moving when you land the finishing blow, the farther away the enemy flies. It gives a satisfying level of feedback 11 The Indie Game Magazine | www.indiegamemag.com