What are the best features in a platformer

If a game has a functional double-jump, it is almost always a recipe for success. That said, the game still has to be fun, and if the player character moves too slow it won't automatically make for a good game.
 
Double-jump, wall jumping and some sort of optimal path that's not immediately obvious to new players but that REALLY benefits those paying attention.
 
Taking the enemy's weapon/powers and using it against them
 
I value reliable controls and visual design choices that make sense. Alot of platformers struggle with the basics or have bland presentation quirks that robs them of their personality.
 
I like then to be unpredictable, with a lot of variety and creativity in level design. My favorite 3d platformer, Rayman 2, introduces new elements in pretty much every single level. My favorite 2D platformer, Mario Bros 3, despite the huge amount of levels, never feels like it's just repeating itself, with each world having it's unique gimmicks.
 
Simple controls and gameplay. Platformers rely on imagination of game design to give the player a challenge or experience new worlds and power ups. Mario, Sonic, Mega Man are perfect examples of important platformers with excellent gameplay and creative worlds.
 
Since you are making a game, I'll go for more technical caveats:
  • Coyote Timing is a must for most platformers
  • Very little or no acceleration calculations if possible
  • Momentum and slope/sliding
  • Gravity force applied differently depending on states (jumping, wall jumping, sliding, etc)
  • Jumping having variability depending on input (how long you press the button)
 
Interacting with the environment
 
Vertical scrolling levels like climbing a tower, I like how meat boy used this
 
It's not really a mechanic, but I like it when a game's playable areas are split up. Not necessarily worlds and levels, but anything that gets away from the "this stage is just one giant-ass room with ramps and stuff everywhere, and maybe there are required leaps of faith" design that plagued so many 8 and 16 bit games.
 
Grappling hooks or "Fishing hooks", Love the multiple paths the and the physics that something like Umihara Kawase series puts in the table.
 

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Latest Threads

Does your country celebrate Halloween (or something like it)?

Mine doesn't (outside of a few, tiny pockets that basically organize neighborhood kids to do...
Read more

Dracula games

I saw there is a couple point and click games for PlayStation (PS1) and a Bram Stoker's Dracula...
Read more

What are the best features in a platformer

if there was a ultimate platformer game, what game play teachers should you love to see?
Read more

I conducted a research about the origin of Chinese computer games

I'm diving into the early history of Chinese computer games and have hit a wall with my...
Read more

Which PS Vita ROM type to use?

I am new to emulating PS Vita and I have no clue what is the difference between ROMs from...
Read more

Online statistics

Members online
136
Guests online
365
Total visitors
501

Forum statistics

Threads
13,912
Messages
335,246
Members
885,184
Latest member
TreyByDay

Advertisers

Back
Top