She only plans it to be a few hours long, so shouldn't be long enough to get repetitive.
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I did. Maybe read the rest of the post.
I generally dislike 2D games. Making a game 3D is a big improvement, in my opinion.
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Something different. You cant just release something from the 16-bit era and hope for the best, nowadays, all platformers need a hook.
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Puzzles are a must in platformers nowadays IMO. #1 thing about a good platformer though is they all have great jumping mechanics.
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+1. Controls are huge. The controls absolutely need to be responsive. So many 2D platformers have poor controls.
A common pitfall seems to be significant lag due to only jumping at predefined locations. Any lag will kill the experience. Look to Super Meat Boy as an example of a game with great controls.
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Dunno if that will work out well but you can use it as inspiration:
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Controls and animation. "Smoothness" and "feel". Fluid, without being loose. Solid without being rigid.
Level design. Navigation and any puzzling should be logical, natural, and with as few dead ends and non-secret nooks as possible.
Graphical style. Cohesive, and compelling.
Storyline. Present in the environments, characters, and events, but never gets in the way of gameplay.
Something new. If there's no intention to sell it, this isn't as important, but it's still good for making someone have a reason to start playing, amongst the sea of existing platformers.
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The game must be challenging but with good difficulty not some cheap thing. A platformer has to have it's difficulty in the platform side of the game, most of the platformer i saw lately are half puzzle and I really don't like this, i mean i want to have difficulty to move from a part to another cause the environment and the enemies are trying to block me, not because some puzzle is slowing me following my path.
The level design is very important and also the movement in general should be precise and good.
I would look to 'super meat boy' to see how a good platformer has to be done, it's one of the best I last few years but even it has some defects for example this boss was a bit annoying, I don't know maybe it's me (cause the second time i've beaten it i made it fast) but it felt a bit cheap with those sequences of actions (always the same) with short time to anticipate them.
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The marker is currently saturated with indie platformers in the general sense, take that formula, levels + a gimmick or two + an artsy design and tip it on its head. Don't follow it. Don't be 'another indie platformer' try something different.
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Was kind of hoping this thread would help with the "Tip it on its head" part of it.
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I've given her a link to this thread, she can't make an account because she doesn't have $100 worth of games, but she can follow it.
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A steep learning curve, backtracking (metroid), exploration. The game must be hard enough, so that I can get frustrated with it. That way I'm driven to get better until I can master it (I wanna be the Boshy, Metroid, Megaman etc.)
Most games are just linear corridor jump games, but I love backtracking. Unlocking new skills and equipment and suddenly "new doors" open in areas I've been before until I realize at the end that the whole world (in a level sense) is connected from start to end and back.
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I think the most important things are:
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One thing I'd add is pacing - the main tool to a) avoid making your game feel repetitive and b) get the learning curve where you want it to be.
Introduce new features evenly spread out over the course of the game, wether that's formally introducing new techniques (sprinting, wall jumping, whatever), the introduction of new abilities/mechanics/enemy types etc, or a new combination of any of the above ("use freeze ability to position shield-wielding enemy type so you can wall-jump off the shield" would be a late-game combination).
Look at Super Meat Boy for some more subtle examples on how and when new level hazards are introduced.
Look at Megaman/Metroid for pacing of new abilities.
Look at Portal 2 for examples on combining new abilities. (Then think on how to apply those in a 2D environment).
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I just want to list you my favorite 2D platformers: World of Goo, Super Meat boy, Thomas Was Alone and Stealth Bastard Deluxe.
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The best 2D game for me? Binding of Isaac. It has its climate, its own humour and is REALLY skillful and grindable. Plus it has great audio and visuals. I'd reccomend checking it.
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What is lacking from 2D Platformers that you have played, that would have turned a good game in to a great game.
What is the point of this thread? Well I figured others have pointless threads on here, so I figured I would join the club... actually, I do have a reason behind this post. A friend of mine is making a 2D Platformer/shooter/maybe puzzler game in UDK as a hobby (she has no intention to sell it, just plans to make it and if it is any good, give it away free online to anyone who wants it.) I figured I would ask here so that others could help give her ideas that could make for a unique and fun game. She just selected 2D platformer because it is pretty standard game format nowadays. It might be 2.5D (as in the environment might look 3D), but the game would not be 3D.
What elements have you loved in other games?
What elements do you think should be in a game?
Is there anything you have never seen in a game, but would like to see?
Any input is welcome!
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