- stiff character + sensitive
- keep momentum (e.g. Marble Madness, every hop needs a build up)
- chaining hits
- applying forces
- falling platforms
- for both big and small, platforms fall if on too long
- particle effect when dashing, no effects when
- Tutorial
- less jumping, only one jump
- less difficult
- platforms are misleading/deceiving (you hit edge of platform thinking you’ll fall off but can wall jump back on top)
- make level less linear
- less blue (bc more safe), more red/revert blue and red
- shortcut should be harder than longer route
- ***focus on feel, character and flow (quicker => more satisfaction) ***
- score
- look at angry birds
- suggestion: get a number of stars if you complete in set time
- sound effects should be quiet/faint
Suggestions
- add ramps
- don’t die when too small
- remove game screen when dying, when player dies take them right back to checkpoint
- break stuff if you’re small, large jumps if you’re large
- filling up gauge bar
- let player choose colour of player at beginning of game
- leaderboard
- show top score and time before level
- when you jump, keep outer shell stiff and inner character shrink/pulse
- focus on environment or gameplay first
- Physics based controls
- beneath platforms, remove parts sticking out that player can sit on
- *music too loud, should be quieter than sound effects, can change tempo when player approaches end of level
- when too small, don’t die anymore
- smaller -> faster
- player can control their size instead of growing and shrinking surfaces