baksoBoy
Howard is extremely limited in its moveset. It always reacts the exact same when you attack it by just moving away. The attacks it preforms are also extremely limited. First of all, even at the highest difficulty the pauses it does between attacks, and when it stops moving, are by far too long. It is also not able to do pillar, since every time it preforms the move the pillar instantly breaks, probably because it is colliding with the track. Another issue is that due to the track having collision, it can be difficult to hit Howard with grounded moves, especially grounded discs. I think that removing collision from the tracks would both help to make sure that Howard's moves come out without breaking, and to make the player actually hit Howard from grounded objects.
I assume that the most logical thing would be to increase the difficulty slider by a couple of values, but maybe there could also exist a seperate slider, since the suggestions I am going to make are quite different compared to how Howard usually behaves, so maybe a toggle would be good? The details on how this should work aren't really that important to this suggestion; you will probably come up with something sensible if you ever plan on including this idea.
Anyways, here are some behavior changes I feel would make Howard way more useful as a practicing aid:
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The pauses it does between attacks, and when it stops moving should be decreased. For the highest difficulty the pause should probably barely be noticeable. Although maybe different moves have different pause durations afterwards. A heavier attack like "wall" should probably make him have to recover for longer than disc or spawn ball, since having literally every move have a cool-down of for example 1 second would make it flow really weirdly if it does a bunch of "huge" moves at the same speed as trowing discs.
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Make Howard react to attacks in more varied ways. Instead of just trying to move away from the attack to dod(...)