The designs are cool, so, like, what kind of game do you envision this as being?
I can relate to feeling itchy to start something new, the fact that I have no choice makes it easier to stay on course.
If I had no obligations I'd quite possibly have floated around between various projects multiple times by now.
I'm still unable to be deliberately passive-aggressive in your language xD
Very cool sketches. I light the one to the right more, she looks more balanced (not a big fan of jumbo-sized weapons).
I'd be very interested in seeing how you would do a 2d sidescroller with you wonderful animation skills.
Right side sketch, noted :-D Though actually, both sketches are for the same character, just different forms. The jumbo sized weapons would be combinations/transformations of her normal sized ones/apparel in her other form.
In broad strokes: the game would be a (wordless?) action-platformer, with emphasis on iterative level design.
There'd be two main style of play: one acrobatic (right sketch) with a focus on platforming, the other with a focus on combat moves.
Some rooms would require use of one specific form, while most would allow for a more freeform kind of problem solving, tracking which of the forms you use more, and adapting some of the levels to your playstyle, either positively or negatively (positevely meaning, for instance, getting more platforming challenges if you favor platforming, whereas negatively would mean getting the opposite of your preferred playstyle).
I'd like to try and make it a platforming and combat style closer to the original megaman/castlevania, meaning no RPG elements and no stats, possibly not even powerups for metroidvania style upgrades. I'm not sure whether or not all of the moves would be required or not from the start, or if I might create a metroidvania feeling through discovery of your latent abilities - all of them available from the start, just unknown to the player unless they experiment around.
There *would* be some hub-style levels, with passages that open up and others that require backtracking/revisiting, but more to give a feeling of evolution to a place (ie: a place getting progressively torn down, revealing new access and travel points, not necessarily because you have new powers to access them, but because of stuff you did elsewhere).
That's about it for the main broad ideas - the tl:dr would be:
-platform/action game
-main character has two forms, one for each main axle of the game
-focus on destructible 2D environments for level design evolution
-challenges adapt to your preferred playstyle/form
-no RPG stats, xp, money or upgrades
-no complex story requiring WORDS!
Though this might change entirely as I daydream about it more :-D Right now it's still mostly wants and woulds. But yeah, might be what's coming after Honey, if the will is still there! You heard it here first, folks :-D