Unlike Freddy, this time around I had already planned to rework Foxy. At first it wasn't gonna be a full rework, but I was so immensely unsatisfied with the original moveset I made for him that I ended up completely re-doing his moveset.
I first began on his moveset all the way back in March, on the 8th. 20 days later, on March 28th, I would release the concept's initial version. Later on it would silently receive a buff, going from 30 sprint speed to 32, and 20 damage to 28.
Work on a potential rework would begin on April 28th, however it would remain basically the same as its initial version and be left unfinished, with the other concepts I'd been working on at the time taking higher priority.
On August 12th, ideas for a rework are written down for later. These ideas would become the ability Landlubber Keelhaul shortly after, as the entire moveset rework would begin the very next day on August 13th.
Sometime after August 22nd, the moveset would be completed, as on the 22nd the ideas for the rest of Foxy's moveset would be jolted down. The ideas being a rage-like ability that gives you a speed boost on use, the ability to place chests that have items but are traps, and a passive that would prevent him from keeping long chases going. I think it's pretty obvious where all of these ideas ended up going.
In short, I'm really happy with Foxy's rework. What started out as a mediocre at best mechanic was turned into a much more unique and engaging, strategic, ambush killer.
Also, all of his abilities names are references/inspired by Pirate lingo. I most likely butchered them, so please fact check me on that. Except for Keelhaul, I'm very certain about that one.
Looking for more concepts? Click here.
1 comment