What do you hate/love about Platformer games? (indie game study)

Recommended Videos

theoverall

New member
Oct 10, 2010
88
0
0
I've already used this forum with some great results, and need your help once more.

What do you hate and love about platformer games? Feel free to come up with recent examples.

I.e. in Super Meat Boy I hate the unforgiving difficulty, but love the playback of my deaths feature.

We're working on an unnanounced indie game now, this will help a lot.
 

Ordinaryundone

New member
Oct 23, 2010
1,568
0
0
Stupidly hard jumps/platforming segments that require some obscure manipulation of the game's physics to complete, like the jumps in Mega Man that can only be completed by having half of MM's body balanced off a ledge, or the jumps that you always see in Mario hacks that require you to run and hit a turtle to complete.

Basically, a platformer should never boil down to luck like that. Some trial and error is ok too, but it should always be obvious what needs to be done. The test should be of your reflexes, not of your knowledge of the game's quirks.

As what what I love, I like it when a platformer gets creative with its art. Its all too easy to just make a static or repeating background with one generic look for the floor. Have some creativity, make the backgrounds dynamic and interesting. Shadow Complex did this wonderfully, as did Scott Pilgrim vs. The World.
 

Plurralbles

New member
Jan 12, 2010
4,611
0
0
I hate when platformers are poorly made.


And that's it.

At no time will I begrudge a game for being too hard. At no time will I quit becauseit's too easy. As long as the controls are functional and the gameplay and challenges fair, I don't mind anything.
 

Ranchcroutons

New member
Sep 12, 2010
207
0
0
Yeah, Im gonna have to go with the hardcore difficulty of some. I was raised after the era of 2D platformers so I dont have any experience to really tap into.
 

AnonymousTipster

New member
Jun 10, 2010
160
0
0
Nothing will ruin a platformer faster than sloppy, unresponsive controls. The core mechanics need to be tight enough to bounce a coin off of, or you're going to have a lot of cheap, unfair deaths and NO ONE will play that game. Super-difficult platformers work because their controls and mechanics are airtight. Basically, if you die in those sorts of platformers, it's all on you.
 

SomethingGiant

New member
Dec 16, 2009
46
0
0
Love
-The sense of mastery after completing a difficult section or level
-The visceral joy that comes from a platformer with great flow
-Tight, simple controls and visuals combined with creative, colourful art styles
-Emergent gameplay

Hate
-Puzzles that can only be solved in one way
-Sections that show off the designer's cleverness instead of allowing the player to showcase theirs
 

Fooz

New member
Oct 22, 2010
1,055
0
0
puzzles are fun, ones that require you to think, also if its co-op then puzzles are even funner, using your teamate to get to secret areas etc all add to the fun, so basically co-op mode is a win imo. like the co-op puzzles in Little Big Planet (not too hard, not too simple)

also as many people have said, simple controls that are very responsive is a must
 

Fishyash

Elite Member
Dec 27, 2010
1,154
0
41
I think an important part of good platform games is choices. I mean simple ones really.

Generally, any obstacle that can be overcome in multiple ways is really good. Sure, one way can be more vague than the other, but the fact that both options are present is a big + to me. Especially a harder to pull of but more rewarding route.

Also a simple controls with a really good physics system is vital.

Also, just avoid bad controls and levels too basic.
 

Halo Fanboy

New member
Nov 2, 2008
1,118
0
0
Don't do the annoying checkpoint after every five seconds type of system. Make a game where you have to survive in the long term and plan ahead for each encounter. Like Spelunky but with actual level design.
 

prytoluk

New member
Feb 9, 2011
3
0
0
Controls are the basis of the platformers. If your controls aren't downright perfectly sharp, then go work on a turn based rpg. That dealt with, variety is mandatory. The best recent platformers I've played are Megaman 9 and new super mario bros wii. They're completely different, but both offer crazy variety - each megaman level is entirely different from the others, and while that's not true for NSMBW, there are a lot of "unique" levels.

Secret collectibles are cool, but they definitely can't be too punishing - for example, you need to at least have some clues as to where they're supposed to be, like how you know there are 3 coins per mario stage.

Difficulty is relative. I've beaten those megaman games, even doing the "not taking damage challenges". After you got the patterns down, it's doable. However, the player must ALWAYS feel like he's taking damage because he wasn't quick enough or couldn't memorize a pattern. Taking damage or dying due to a completely random occurrence is the kind of thing that makes me want to play anything else.

Other common trap on platformers is not having character development. These games are simple in their core mechanics, so any variety that you offer on controls or playability makes a huge impact. Like when a character learns a double jump skill in a Castlevania game (symphony of the night or the ones for game boy advance/nintendo ds). I don't often play super meat boy or any other of those challenge games because I think timing and precise jumping should be part of a game, not THE game. If you're going for an action/adventure/rpg/whatever platformer, then character development, anything that changes the way you approach challenges, is important. If not, if all your game will offer is platform jumping, disregard this paragraph, and probably most of my opinions altogether, as I will probably disregard your game.

One thing that annoys the crap out of me is HD-lag. Some people can't notice this, but it's very noticeable when I play megaman or super meat boy on a HD-TV. I have some delay between the moment I press the jump button and the moment the character actually jumps. It's milliseconds, but if you can notice it, it ruins your gameplay. Good luck fixing that, as not even capcom was really able to. Maybe a calibration system like Rock Band? Dunno. All I know is that when I want to play megaman, I have to connect my wii to the tv with the old RCA cables, and I can only play super meat boy or similar pc games on my rather old CRT monitor. Again, some people can't notice it, and my tv's lag isn't as bad as some tv's I've seen around, but I can notice it and it sucks bad for platformers.

There are some other elements I could think about, but I guess I couldn't be more specific without knowing what kind of game it is. Maybe if you could explain some more, I could try to be more helpful.
 

DustyDrB

Made of ticky tacky
Jan 19, 2010
8,365
3
43
I hate that 3D platformers aren't made as much as they were in the late 90s-early 2000s and that when they are, they are often so kiddie in design that it feels embarrassing to play them. I'm not keen on 2D/2.5D platformers. After Super Mario Brothers 3, none have really impressed me.
 
May 4, 2009
460
0
0
I love the feeling of exhilaration that comes with beating a difficult boss, or when I get past tricky jumps.

I hate spikes! No matter where they were insta-death spikes were the bane of my Mega Man fueled childhood. Damn you spikes, damn you to hell.