★ TouchArcade needs your help. Click here to support us on Patreon.

What do you want in a platformer?

10-25-2009, 12:24 PM
Joined: Oct 2009
Posts: 86
What do you want in a platformer?

Hi there,

I am going to be getting into iPhone development within the next few weeks and need a little feedback and some of your views.

The game I am going to be working on is a puzzle platformer with some possible 3D elements added in. I need to know what makes a platformer good or bad for you all... what stuff you hate and what stuff you love

It would really help me to make something you guys like. From what I see this is a great place to start talking about iPhone games and introducing them to other people.

So if you can, maybe fill out a love/hate list for me; do you like online highscore integration? Is variety more important than consistency in terms of level design? Is customization of the character a must?

One good way would be to give me examples of other games that fit the bill, so link away.

Cheers and thanks - I need all the help I can get to make something great!
10-25-2009, 12:26 PM
Joined: Oct 2009
Location: Pokemon World
Posts: 1,660
120 stars

10-25-2009, 12:28 PM
Joined: Sep 2009
Location: England
Posts: 3,254
Good controls like soosiz and fun to play like rolando.

10-25-2009, 12:29 PM
Joined: Apr 2009
Location: bavaria
Posts: 1,951
Send a message via Skype™ to mattll
the plattformers i like best are gomi and rolando
+different special skills ,level design, game idea, boss stages, controls
+level design, grafik, story,controls, play different character

so in my opinion you need
-level design
-a funny story with funny character
-funny enemies
maybe some new elements like on the iphone:
-move the background not the character
(-change the game idea from rescuing the world into destroying it)
-an "anti" hero
-something like okami (PS2)that you can stop the game and draw your way (Trace (Ipod))

btw do you plan a beta=

Wow! You are the Lionel Messi of the Touch Soccer world!!!
i tested 31 games

Last edited by mattll; 10-25-2009 at 12:39 PM.
10-25-2009, 12:36 PM
Joined: Oct 2008
Posts: 908

Originally Posted by The prez 12521 View Post
No. But there's a good chance she'll put her hand down there. Like we were holding hands in the movie, she moved our hands on my lap and I was just thinking...oh god please not now please stay soft
Reminding for when I get new iPod: Epic Win
10-25-2009, 01:09 PM
Joined: Oct 2009
Location: the 56th realm of existence
Posts: 5,948
action not puzzle

Beta tester of 54 games
Originally Posted by crex View Post
Thats a nice lookin gun.
10-25-2009, 01:27 PM
Joined: Jul 2009
Location: New York
Posts: 324
it pretty much comes down to art for me
i prefer the kind that makes it stand out like the comic style (300, sin city, etc), hand drawn like in castle crashers or even updated retro sprites

and if that succeeds then i like when the puzzle aspect is mild
for example god of war, it has plenty of small things that make you think but it doesnt take away from the action

Hook Champ + Super Mega Worm + Zombie Highway = <3
10-25-2009, 01:27 PM
Joined: Jun 2009
Location: California
Posts: 1,499
sorry to say, but there are already WAY too many puzzle games on the iphone. this one just has to blow us away if you want it to stand out from the others
10-25-2009, 02:52 PM
Joined: Dec 2008
Location: SG
Posts: 3,549
Two things need to stand out: art style and the concept (what makes your game unlike any other platformer? Soosiz has that gravity effect. What's yours?)

Crystal, OpenFeint, Plus+, Disc Drivin: Prab | Game Center: PrabSG
10-26-2009, 03:27 AM
Joined: Oct 2009
Posts: 86
Well I can't really reveal the selling point of the game yet, but I can assure you the art style will be great

I already have a version working on the desktop right now, so a lot of it has to do with porting it over to the iPhone.