@Lonewolff: That's a really awesome video!
@Zerb Games: On game feel, regarding 2D platformers at least...
Matt Thorson recommends some of the following things (creator of Jumper series, Towerfall etc):
- If the player is about to land and presses jump slightly early, say by a few pixels, you could have the game "store" that jump so when they do touch the ground they jump.
- Similarly, if a player is running to prepare for a big jump and they accidentally press jump too late (and they technically have started to fall), you could still allow them to jump slightly after going off the edge.
(reference:
http://ask.fm/MattThorson/answers/135884996398)
I *think* he also said (but I may be wrong on this and it may've been someone else) that another thing you can do is decrease the gravity while the player is holding jump down. So if the player is attempting a really large jump this turns out to be quite handy.
Zack Bell has a good article here, too:
https://zackbellgames.com/2014/10/27/how-to-make-a-platformer-feel-good/
Here are some things I think are generally important:
- There should always be clear feedback between the controls and game.
- If it's a game that involves enemies: larger enemies usually "feel" better. Something about aiming for small enemies is often less appealing (can feel tedious).
- Giving enemies lower health often feels more rewarding, especially early on in the game.
- When enemies are destroyed, having a rewarding destruction animation, having particles and suitable sounds all add to "game feel". Same goes for collecting items.