Camera position and angle went through many iterations before hitting the ‘sweet spot’ where the read of the game board and charm of the characters were both strong and clean. Scale of various elements played an important part of this process.
The enemies in the collection recharge special powers or even unlock new powers for the player. This opened up interesting choices in between levels as players focused on ‘outfitting’ their character with powers from their collection while strategizing how to recharge them during gameplay.
The main character used a nature-like magic that was elemental. Contrarily, the enemy used constructed weapons and destructive tools. (and their leaders wore hats, of course!)
Simple shapes of the little villains echoed the ball-like physics gameplay. The cute/tiny/colorful enemies tended to be very nefarious and still were light, funny, not-to-serious. As play progressed the colorful lush world transitioned gradually into a grim and gritty place as the player moved closer and closer to the hub of the enemy. More fire, smoke, destruction, industrialization.