Dunno about anyone else, but this honestly sounds... kinda boring. Pacifist runs in other, more mechanically complex games are engaging because it forces players to utilize the mechanics in a completely different way, but Klonoa's mechanics and moment-to-moment gameplay completely relies on enemies. All you have is "should I grab the enemy," "which enemy should I grab," "should I throw the enemy," or "should I double-jump with the enemy?" That is what the entire game relies on, and that's what makes Klonoa so addictive. That's why despite not having many puzzles, Klonoa still manages to feel like a puzzle-platformer. Obviously, there is skill required to implement these skills, and there is also much more to add to the moment-to-moment gameplay with clever enemy placements, actual puzzles, and different stage obstacles like switches, but all that really goes to show how much removing this one mechanic will take away from this game.