Let me replace the ball with a realistically rendered cow. Same exact collision shape as the normal ball, just a massive cow mesh clipping through everything
Counterpoint: hot dog buns are meant to be an unobtrusive container and should not contribute any significant flavor. I do not blame the popsicle stick for not being sweet.
I'm learning that a terrifying amount of things break when I remove the 60 FPS cap. Kat discovers that her true enemy was the player and decides to take things into her own hands.
Tattle logs will include enemy resistances, so no more guess work. Did you know that TTYD Pokey has a 5% chance of ignoring the soft effect, despite having no defense? Great. Cool. Why. (5/5 (100% COMPLETION ACHIEVED, YIPPEE 🏆))
Different modules (aka badges, medals, etc) will be able to grant you a bit of resistance to specific effects, or increase the potency of your own attacks. (4/5)
Each flipped head increases the potency of the effect. For example, level 3 poison deals 3 damage per turn. So when an enemy aims at you with a 4-coin poison effect, you still have a slim chance of walking away unscathed. (3/5)
The power of status effect moves/items is measured in "coins" that will flip on screen when the effect is being applied. Enemies that have resistance will negate X of those coins. (2/5)
Status effect rolls in TTYD were always a bit opaque. The game does not plan on ever telling you that fuzzy has a 20% chance to ignore freeze effects. In an effort to make things simpler, I've actually made them more complex :) (1/5)
Inside of me are two game developers; one wants to be responsible and finally finish building chapter 1, the other is dangerously close to spinning up a modded Factorio game again.
TTYD had an under-used system wherein multiple copies of the same badge would yield some different effects. I'm expanding on that concept in Paper Robot with "Overclocking." Special modules will increase the effectiveness of nearby modules, like x2 for an HP Plus, or a stronger version of a move.