Inspirations
Fantasia's Gameplay is a mixture of several Platformers and Action RPGs I've played over the years and I even added in my own ideas.
Here are the inspirations I took...
In most Platforming games, you usually collect something that floats in the air. whether it be coins, rings, donuts, or crystals.
In Mega Man games, once you touch a spike, you're a goner. This adds challenge to stages and makes you avoid them as much as possible.
It feels good to have a choice to walk or run.So, I added this in the game.

I wanted to keep the action, simple, addictive, and easy to master, similar to these two action-rpg series.
Having these is a good way to enhance level design.
This is a very fun way of going about stages. Also, it enhances level design by allowing you to reach higher areas.

These two games had a way for you to toggle through your inventory with a press of a button. It's very simple, so It is being added.
I always did love the word "Act" when playing a sonic game, so I use this word in Stage Introductions.
The list goes on and on, but these are the main points.
Fantasia's Gameplay is a mixture of several Platformers and Action RPGs I've played over the years and I even added in my own ideas.
Here are the inspirations I took...
- Addictive Gem/Coin collecting (Wario Land Series)(Especially Wario Land 4)
In most Platforming games, you usually collect something that floats in the air. whether it be coins, rings, donuts, or crystals.
- Instant Spike Death (Mega Man)
In Mega Man games, once you touch a spike, you're a goner. This adds challenge to stages and makes you avoid them as much as possible.
- Running Button (Super Mario Bros)
It feels good to have a choice to walk or run.So, I added this in the game.
- Simple Sword Slashing Action (Wonderboy, Monster World, and Popful Mail)
I wanted to keep the action, simple, addictive, and easy to master, similar to these two action-rpg series.
- Springs (Sonic)
Having these is a good way to enhance level design.
- Wall Jump (Mega Man X)
This is a very fun way of going about stages. Also, it enhances level design by allowing you to reach higher areas.
- Active Item Usage (Samurai Kid and Kingdom Hearts)
These two games had a way for you to toggle through your inventory with a press of a button. It's very simple, so It is being added.
- Acts and Worlds (Mario and Sonic)
I always did love the word "Act" when playing a sonic game, so I use this word in Stage Introductions.
The list goes on and on, but these are the main points.
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