Game Design Snacks Wikia
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Platformers are at their best when a player’s movement is continuous. This type of movement in these games or game sections forces players to think quick on their feet all while keeping up a smooth pace to a level. Abrupt halts in the speed or movement can be jarring to the player and breaks the immersion that a well-designed platforming level should provide. That does not necessarily mean that a level should force a player to be always on

the move but it should allow a skilled player to flow through it.

Mariobros

Example:

Take a look all the way back to the original Super Mario Bros. Players can glide through levels and almost never have to stop unless they want to play it safe. Levels in this game are designed so that players getting better will be able to advance in levels faster making for some great pacing as the game progresses.

Example2:

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Ori and the blind forest have well designed level and verbs that support players - a few times force them - to move smoothly. And skilled player can really get the flow when play this game. There is simply no immersion breaking.

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