Thursday, October 6, 2016

Game analysis: Index

I´ll be reviewing some good 2D platformers, as a way to find what makes them great and try to use those concepts in Kitsune. 

Learn from these:

  • 1001 Spikes
  • Ape Scape
  • Angry Video Game Nerd games: They actually have pretty interesting level designs (skewed towards almost unfair challenge in 1, and slightly easy in 2)
  • Braid: Focus on puzzles
  • Castlevania 1: Levels and enemy patterns designed around the subweapons and player jump arcs
  • Castlevania 3: Branching paths and level design
  • Castlevania 4: Camera control, player movement and vast design differences from 1-3
  • Castlevania: Order of Ecclesia: Nice level design, melee combat
  • Cave Story: Pay special attention to the camera
  • Contra 3/4: Study how respawning enemies are an integral part of the level design and the movement palette is still built around that
  • Donkey Kong '94 (Gameboy): Triple jump mechanic+backflip, level designs... most of it
  • Donkey Kong Country 2
  • Donkey Kong Country Returns
  • Donkey Kong Country Tropical Freeze: Good boss fights
  • Duck Tales Remastered
  • Freedom Planet: Modern Sonic done right
  • Guacamelee: Cohesive graphical style, soundtrack and responsive controls. Great mix of action, platforming and exploration.
  • Gunvolt: MMZ style bossfights
  • I wanna be the Guy: Absurdly ultra difficult, etc, to check out how they handle difficulty and player anticipation/bait and switch (watch normal/blind playthrough and speedrun playthroughs, interesting stuff to see there regarding player movement, how to lead the player, etc)
  • Leap Day (Android): Awesome way to make a responsive platformer for mobile. Great level design, very good challenges for double jumping and wall jumping.
  • Mega Man 2
  • Mega Man 3
  • Megaman 3 (Gameboy): Level design and camera. Screen space is a LOT more limited than on NES
  • Megaman 5 (Gameboy): Level design and camera. Screen space is a LOT more limited than on NES
  • Mega Man 9
  • Mega Man 10
  • Megaman X for its everything (it does teaching the mechanics through its introduction stages/menu better than Super Metroid - honest!)
  • Megaman Xtreme
  • Mega Man Zero 1: Focus on boss fights
  • Mega Man Zero 2: Focus on boss fights, excellent level design
  • Mega Man Zero 3: Focus on boss fights, excellent level design
  • Mega Man Zero 4: Focus on boss fights
  • Metroid Zero Mission: Overall movement palette, and level design alternative paths for speedrunning
  • New Super Mario Bros U: Best level design in Mario games?
  • New Super Luigi U: Small tweak of mechanics to spice things up. Play immediately after Super Mario Bros U.
  • Ori and the Blind Forest: Tight controls, original game mechanics, exploration
  • Rayman Jungle Run
  • Rayman Legends
  • Shantae Risky´s Revenge: Polished up version of the original with similar level design considerations and a very interesting take on enemy patterns where they usually throw you off rythm compared to what you´re usually used to. Most enemies will either anticipate or wait a second more than you´d think, making most battles require a slightly different rythm than in similar games.
  • Shantae the Pirate´s Curse: More varied traversal palette. more linear LD, but more open ended.
  • Shovel Knight: Level design, development of mechanics, alternate paths looping back
  • Sonic The Hedgehog (Master System)
  • Sonic 1 Genesys: Original platforms & exploration
  • Sonic & Knuckles
  • Splatoon: Best holystic mechanics since Super Mario Bros.
  • Super Mario World : THE GAME
  • Super Mario Bros 2: Unconventional jump arcs (play anyone but Mario and relearn everything you think you know about platformers) and linear-yet-exploration-driven LD
  • Super Mario Bros 3: Experimental
  • Super Meat Boy: Focus on skill, challenge design & difficulty, tight controls
  • Steamworld Dig: "Create your own level design" aspect and overall movement feel, one of the better ones in recent memory
  • The Smurf's Nightmare (Gameboy): Triple jump mechanic
  • The Wonderful 101: Game systems.
  • Wario Land 3 (great exploration mechanics)
  • Wario Land 4: Tighter Wario Land 3

What NOT to do

  • Mutant Mudds/Xeodrifter are pretty "by the numbers", but it's interesting to see what that means exactly in their respective subgenres :-D
  • Mercenary Kings: Mainly for their delayed jump, to study how terrible it feels (at least, I think it pretty much kills the game)
  • Tintin, Spirou and Indiana Jones on Gameboy/SNES to see and understand how and why collision can go horribly wrong :-D (and that's in addition to poor level design and other fun stuff).
  • Shantae (original): It´s LD is hampered by its camera (way too close, leading to a LOT of blind/faith jumps).

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