how do you make deep traversal systems for 2D games? I was thinking about outland which has a double color mechanic where you switch them to phase through same colored bullet patterns, but it seems just monkey see, monkey do
The idea is, create different movement capabilities for the player with different physical properties, different niches, and design obstacles around those, without making the obstacles strictly about demanding the player use one type of traversal on it. Don’t make any movement ability a silver bullet for a particular type of obstacle.
You can see this a lot in good 3d platformers (all 2 of them), like Mirror’s Edge, or Mario games. You have a lot of different movement mechanics, but none of the obstacles specifically require you to use one, they’re more generic, like, get up to this height, move across these moving platforms, avoid these obstacles, and leave the rest up to you.
A lot of 2d games already have deep movement systems, like Castlevania Symphony of the Night (and many of the games following in that style), Super Metroid, Smash Bros Melee, Yoshi’s Island, Sonic, Gimmick!, Demon’s Crest, Wario Land 4, Megaman X (especially X3, which had a grapple and airdash), Ori and the Blind Forest, Megaman and Bass, and more.
There’s a lot that can be done with airdashes, double jumps, long jumps, slides, ground pounds, and more.
What are your favorite type of restrictions for challenge runs? (Stuff like no damage, X weapon only, ect.)
I like low% runs. Where you try to limit how much of an essential resource you pick up or use, or whatever. The Mario 64 ABC run is a great example of this, as well as Low% in a number of Metroid games. Min Captures, max moons in Mario Odyssey seems to be shaping up to be this too.
I like restrictions which force creativity. Pacifist runs tend to be cool too. It’s cool to see things that are technically possible, but the game simply wasn’t designed for.