Post via forum by skarfester <skarfester@xxxxxxxxxx>:
What I basically am suggesting is to use an RPG-style plot and
juxtapose it against traditional 2D platformer gameplay.
That sounds great :smile:
I’d be okay with checkpoint powerups that can both be found in normal
gameplay and bought. However, to prevent people from stacking them, the
price for the save powerup should always be exactly 75% of all your
They have to be very expensive, for having like 1 per world. However, players probably
need to buy other things, like standart or other special power-ups, making it harder to
stack a single item.
Another option to avoid stacking is resetting the inventory in each new world (jewels and
power-ups) or implementing inventory limits (X jewels max, 1 max item of each kind...).
This enhances the RPG experience because you need to know what you have and when to use
We need to think about allowing to re-enter a completed level, because that can be used to
stack jewels quickly. Our hero is in an important mission, so going back is a waste of
time. What about _another_ item for re-entering a completed level? like a clock or
As for the in-level save powerups: Shall they persist over levels?
rather not think so.
I thought to activate the checkpoint just by taking the power-up. Traditionally
checkpoints are a fixed thing, like poles. In my opinion is more interesting that to
activate the checkpoint you need to find the power-up and catch it (similar like we do
with lives, now that we are removing them).
Whatever is buyable should not break the level designer’s assumption
how the level is to be played.
For shortcut items I suggest that the level designer marks
areas for shortcutting, for example he places a "shortcut start" point
before a difficult area and a "shortcut end" point after it.
Good idea. Doors or teleporters can be used for that.
However, the number of hits
taken should not have such an
impact on the gameplay it has
currently. For example, if you have firepowers, getting hit should not
remove those from you.
I disagree. Fire/ice/ghost are a big help, and maintaining them is a challenge. The more
you manage to keep them, the more you can take advantage of. If powers are not going to be
removed when hit, then they should be temporary, like ghost berry.
in my vision you can also take quite some
damage points when
you fall of a platform high above the ground when you
hit the ground.
Interesting. I'd just use static enemies below high platforms, but it's an option.
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