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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