I've been mulling over it a ton and I have a ton of really cool ideas to merge gameplay and story
1. a character who's super form starts breaking the game's rules. i love this trope, from stuff like omega flowey to even smaller things like how some ut/dr characters expand the bullet box to fill the entire screen. how I wanna approach this in my own story is to disable one of the key limiters in my game, the action cooldown, as well as disable sp costs for all moves. this just makes characters actually busted but it could definitely work for finalesĀ
2. diagetic saving/loading. once again my prime example is undertale, where saving and loading are timeline splits inducing deja vu and such. for my own diagetic save system, one of the characters made a deal to keep a save of all of the main character's properties and load it back when he inevitably dies. in exchange he's used for necromancy research; how you can restore someone WITHOUT a save from them, just saves from others
3. games within a game. this is a heavy hitter in one of my entries, where the main character is so afraid of the villain he can't fight. to symbolize this I thought of the game completely swapping to another style, and the player just having to deal with it. however, these minigames repeat and as the game goes on the player learns how these minigames work. by the time the final boss happens and they throw all the games back at you, you know how to handle them so it's a lot more possible; kinda like how the main character has seen through their tricks.