Thread #12419697
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>>12419697
movement feel > graphics. tight controls, readable levels, good enemy timing. if running and jumping alone isnt fun, then the game failed
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>>12419697
it must flow, no constant stop starting
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>>12419709
>readable levels
By readable, do you mean knowing where to go next?
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>>12419709
Maybe a hint of autism?
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>>12419735
>maybe a hint of autism?
based. correct amount of autism required for good platformers. that's a great game right there.
>>12419724
>Readable
readable means the game explains itself visually you know where to go, what will hurt you, and how a jump will work before you press anything. good side scrollers communicate through layout and visuals instead of stopping you with text boxes. See above. Klonoa 2 is a good example.
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"sidescroller" isn't a genre. Anything can be a sidescroller, platformer, SHMUP, beat em up, racing, RPGs, etc
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>>12419773
>pedantic autism that serves no purpose when it's very clear from context what op meant
I bet you feel very important and special for that useless nugget
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>>12419697
a podcast featuring Stuttering Craig
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>>12419773
This topic is about side-scrolling action games, like Klonoa 2 and The Legend of Zelda II.
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>>12420220
I thought it was about the number 2
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>>12420294
It's about how to make good games as my game is sort of merging Klonoa 2 and Zelda 2 with their upgrades to the side scrolling genre being like the upgrade from OOT to Dark Souls where there is constant engaging combat and action. But it still has to have SOVL
Japanese games just automatically have SOVL because of autism and...what else?
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it requires enough effort that shows respect for the player experience
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zelda II is interesting to me in that it's a sidescroller with momentum which is already kind of obscure past but specifically an action combat focused one. I really struggle to think of examples that are as prominent.

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