1) AWESOME. This is a seriously cool boss. Even if the name makes me read it as Crackalackin' every time :p
Glad you like it!
2) I worry that it'd get real confusing real fast if you have to hold out your magnetic gloves to collect electric spheres, and changing polarity causes the spheres to shoot out, but the enemy shoots spheres of different polarities. I mean, you'd have like a half charged shot, and the boss would shoot out the opposite charged spheres and you'd have to switch to collect those, but that would shoot out your gathered charge. Consider addressing this?
I envision it shooting both types of polarities in a single group, so Link would focus on collecting the ones he can, and the same-polarity shots would be repelled from him so he could focus on dodging the boss. It's also meant to be tricky to get a fully charged shot because of how long it makes the boss vulnerable. On that note, I need to specify how many projectiles need to be collected to reach full charge, haha.
3) I think the whirlpool could be allowed to do more damage, like a whole heart at least, but this is something we'll address later, since damage will be adjusted after testing n stuff.
Funny enough, in the first draft I had it deal 1.5 hearts xD. I wanted to keep the damage on the low end because of how easy it might be for the player to hurt himself trying to get a good shot on the boss.
3) How will the attraction between Link and the Krackalackin' work? When the boss is just moving around, will it always move toward Link when they're opposite poles? Will same poles push the boss away? Will it be like those REALLY ANNOYING enemies from OOX where you'd need to magnetic them close to hit them, but then once they got close, they'd shoot you and you'd fall back & they'd get away anyway? So you had to get them close, but not too close, while they moved independently also... D:<
Magnetic gloves affect it the same way as any other object, so it will be pushed/pulled accordingly. The idea is that if Link does start pulling the boss to him while collecting projectiles, he can use it to his advantage by firing when the boss is really close to give him more time to attack.
4) You mention shallow water (and seems like Link is walking in it) but you also mention Link also diving in it. Dunno if things will work that way?
I saw in the design document that Link could dive into shallow water as a type of dodge. If that's changed I'm fine with making the ramming attack easier to dodge on its own, I just thought the mechanic was too good to pass up for the water boss.