hello!! I absolutely love what you're doing.
Now, it's clear that there's an inspiration coming from Spyro, but I do also want to acknowledge that it's super cool that you're creating something entirely new and unique. So, when I do draw comparisons in my questions I'm about to ask, I'm hoping you don't take it that I think this is just a Spyro clone, as it's clear that you are also bringing in a unique vision.
Anyways! Here's a few questions:
From a design standpoint, which Spyro game will you be taking the most inspiration from?
Will your game feature a very open feel, where players can battle bosses (if there will be any) before finishing any other levels and each world having different means of getting to the next world? Similar to Spyro 1? Or perhaps closer to Spyro 2, where you collect items from each level that are needed to reach the boss/next world? Or are you thinking of having each level unlock as you gather more gears/other collectibles?
Will the game be segmented by worlds, each world containing levels, like the early Spyro games, or would it be more akin to a game where parts of the world are unlocked as you collect, and each part contains some levels?
If there are bosses, how major will they be? Will they be just difficult enemies with a level devoted to them like in Spyro 1? Or would they have a greater presence like Spyro 2 and 3, with a health bar and arena etc.?
Lastly, are those freeze frames I'm seeing when you charge into barrels/other containers? I like the idea but I could see it seeming a bit jarring. Just wondering if you plan on keeping in that pausing effect in the full game or if you're entertaining the thought of removing it?
Those are all the questions I can think of right now. Hope you can find time to reply to this :) and I hope you put out another demo soon! I'm beyond stoked for your game! Again, thanks for coming up with something new and exciting while so far staying true to what made classic collectathons great