So I'm getting close to finishing my first game, it's a platformer and it's going to debut on the Leap Motion AirSpace store with Air controls. The problem I'm having is that I don't really know if it's any fun. I've played the levels I've created so many times that I now hate them and I'm becoming a bit disillusioned with it all. I'd love to hear from people what particular elements or sections of platformers people have found most fun so I can perhaps integrate them into my game in some way if they're not there already. Anyone who chimes in will be helping greatly. Thanks.
interesting levels, solid jumping mechanics. Combine those two with and you have interesting jumps. ...that' about it.
Unlockable abilities that change up game play & are required to progress through some hazard. (Double Jump, Speed Booster, etc.)
It is pretty hard to offer up ideas when I have no idea how your game is really laid out, but Metal Slug style vehicles were always an awesome way to give the player invulnerability for a bit while giving them a powerful weapon.
Due to the Leap Motion controls the enemy is really the level and the environment, I'm going for the whole easy to play, difficult to master pitch with dare I say it the odd bottomless pit to keep you on your toes. Maybe I'll put together a tech demo/trailer to give people an idea as to what I'm getting at.
it helps but isn't what makes a game...a game. is there any shooting involved? good examples of games that don't really change the jump mechanics - mario 1, mario 2, contra, metal storm. They do however have other items (fireflower, mushroom, for contra and metal storm weapon variety)
*headdesk It honestly depends on what kind of platformer it is, but large levels with multiple paths really help to break up the monotony. Unlockable abilities which are used to get bonuses in earlier stages (I can't think of any examples at the moment, but I know I've seen them) are a good way to increase replayability. Also, as an aside, how is the Leap? I've heard good things, but I'm getting wary of motion controls
As long as you don't expect it to let you control your OS like Minority report (which a lot of people seemed to think it would) it's an awesome little device for the money. The hardware is very good but the software is lacking at the moment and a lot of things feel like nothing but Tech Demos. You can control your OS and get quite good at it with practice but it's not a mouse replacement just yet (but it could be if they allow the Point Cloud data to be manipulated in the SDK which I've heard they will soon). I made a video of me using it on OS X: Anyway back on topic. The game's physics are a little like Mario except the character moves a little faster, he can shoot but not when jumping. Enemies also return fire and cause damage when hit but cannot be jumped on. Each level uses a three star scoring system where a quick time and bonus items get you the highest score. To be honest the game is quite boring when controlled with a keyboard or gamepad but it's less so when played on a touchscreen (iPhone and iPad were where it was originally intended to be released) as it takes a bit of skill to navigate the platforms and avoid obstacles. Playing it on the Leap is even more challenging as the character never stops moving and it takes fast movement with your hands to keep him on a platform or jump at the right time etc. This makes it a little more challenging and engaging but I just don't feel like it's enough. I guess I'm feeling quite anxious about it as it's gonna be centre stage as there are so few apps on the AirSpace store. I'd be embarrassed if it bombed but then I guess the feedback from customers will be useful as long as it doesn't get plastered with DO NOT BUY reviews. I'll try post a video this evening or if you have a Leap let me know and I can send a demo.
Outside of a few things already said, (throwing in a different "type" of level to break up the monotony of platforming (water level, sky level, underground, etc), different mechanics using different vehicles everyone in a while (like DKC)). Character design has got to be important though. For the most part, platformers are platformers. It's tough to break new ground in the genre. In my mind, even mediocre games stick out because of the character design. I loved Gex because of Gex's wise cracks, which I remember much more than the gameplay. I thought Bubsy was a neat character with his distinctive ! shirt and nerf guns, earthworm jim, etc. Platformers are driven more by their lead. These are games no where near as good as gunstar heroes, but they stick out in my mind (and made me consider buying them) just as much because of the great main character. You're stuck with this character for a while, so make the character enjoyable.
This is something I think I can provide. I just built a new test level with a new tile sheet and my god was it difficult to beat but felt good when I did it!
It's mainly what I look for when I play any platformer. Progressing from level to level isn't enough. Even pickups along the way like, score multipliers, gold (if the game has purchasable items), other modifiers for ingame stats.
Well balanced difficulty tied to some kind of reward for advancing through the game (concept art, power-ups, game modes [time attack, increased difficulty?], secret areas/levels) would go a long way when it comes to a sense of achievement.
Good pacing helps, i.e. start with clearing an area of enemies (mid-level action), then search for secrets/powerups (slower bit), then maybe go on to fight a miniboss (moar action). When trying to break up the slower bits of a level, try to be smart about it and not go the "monster closet" route (Abuse, Hocus Pocus and Doom 3 are good examples of how not to do it). Teasing the player with out-of-reach places/items can be nice too, depending on what kind of game you're going for. Works best with Metroid-style backtracking-heavy level designs, not so much with linear ones.
If Mario 3, World, the Mega Man Games and Sonic 2 and 3 were not your inspiration in level design, you did it wrong.
Lol I'm no Yuji Naka but I'm doing the best I can. Anyway here is a video of a quick test level I put together, still need to add parallax scrolling, way way more level detail, a few adjustments to character animation and positioning. Also thinking of adding a gliding ability in too. I'm gonna switch out the coins (and that awful sound effect) for something else and maybe implement some kind of store to buy artwork and music or something (no in app purchase bullshit, you pay once and that's it). Other engine features not included in the video are slopes, lasers, crushing blocks, pushable blocks, moving platforms (up and down) teleporters, rescuable friends (one is featured in the vid but I'm gonna do something interesting with them) and probably a few other things I can't think of right now. The demo is also controlled entirely by waving my finger around in the air too, unfortunately I don't have a way of videoing myself playing.