Working on the next part of Antigravity in bits and pieces. Right now I'm trying to increase interactivity beyond the main battle loop cuz tbh it's a bit boring.
Thinking of locking the chapter's end boss behind a gate of 7 to 10 A-ranks, which you can obtain by finishing battle with no damage taken. A-ranks are persistent variables, which means the game will remember how many you've earned regardless of whether you save.
However, as it stands, it's incredibly difficult to get an A-rank through battle alone because even weak enemies hit for 10 HP, and damage output depends on probability besides that.
Because Maria is accompanying Shadow in this chapter, she gives you damage negation moves like Chaos Shield (receive 0 damage on the next turn) or Meteor Shower (falling stars confuse enemies for three turns - probably helpful for farming Chaos Drives).
Grinding gets very tedious very quickly, so I decided to implement alternate ways of obtaining A-ranks: via puzzles, pop quiz answers, and perhaps a Chao Clicker minigame.
Chao Clicker will probably function a lot like Cookie Clicker: click the Chao, number go up.
Ideally, I'd like for there to be an assist function where you can tag Maria in if your hand starts to cramp. But we'll see how long it takes before testing the loop drives me insane lol.
It'd also be cute to include Maria and Shadow's Rumble stickers.
THE THEM (collapses on the floor)
Yeah a skill gate is a good idea but trying to figure out how to stave off players getting bored from forced repetition can be a challenge. Maybe you could also tie A ranks to optional combat challenges, like using a certain move or combo of moves a number of times, so that way players can still accumulate A ranks without needing to do like ten no damage battles in a row. Or something like that, in addition to the mini games earning a few. Theoretically Players should be able to get all the flags they need to progress either by doing ten flawless victories and nothing else, or without doing a single flawless victory at all.