The arms feel off to me. I can't really seem to get them right. I'll probably take a break and come back with some fresh eyes later.
So I feel like getting my idea out there....here it goes.
What is it?
It's a Metroid-style sidescrolling exploration game, with a twist. Rather than going with traditional action combat found in most games like this, I'm opting for a turn-based system.
The combat will be vaguely reminiscent of Press Turn from Shin Megami Tensei: Nocturne. Basically, you will start the battle with a certain number of Action Points. AP dictates any action you do. So attack, defend, and all skills have an associated AP Cost that you must pay to perform that action. You can perform as many actions per turn as long you have the AP to do so. This will allow you to perform combo attacks, which are basically just an extra attack for performing certain actions in a sequence within that turn. So if... we have Fire + Attack set as a combo, it will perform some special attack for more damage and more importantly, an added effect. These effects will range from simple poisoning to impairing AP Regeneration. There also going to be elemental weakness' that will remove turn points from the enemy if hit, or vice versa if yours is hit. There is actually a bit more planned, but these are basic tenants of the combat system which won't really change too much.
Combat is definitely the most fleshed out of my ideas but I know one other design decision I've made is I want any items or skills you obtain to have a use inside and outside of combat. So you get a new weapon, it may provide a double jump. You learn fire, you can burn down that obstacle in your way or initiate combat from a range.
I feel the hardest thing to manage to do is nail pacing between combat, exploration, and platforming. I want combat to be quick so that it doesn't slow it down too much, but that may not be enough. I've got a couple more ideas on how to solve that, but I won't bore anyone who decided to read this any longer.