Yeah, by traction, I was referring to the friction between the player and the floor. It currently feels a little slippery to me, but if you like it, keep it. Maybe it’s just something I need to get used to.
- I would try playing some platformers while thinking about things they do that you like, and make a short list of what mechanics you would like to recreate or learn from if you want to expand further. Some ones I like: 10 Second Ninja X (Multiple platforms, but PC often goes on sale and consists of small 10 second levels with a variety of core mechanics mostly centered around combat and typical platformer movement), Windswept (Indie game with a free demo that is similar to Donkey Kong Country with a dual-character platformer system), Celeste (high mechanical skill and has an open-source player controller to check out), and Super Mario Maker 2 (Switch) for mechanic ideas and level design experience, etc.
- So the other main thing you need to decide early on is if you want to focus solely on movement or try to add combat. Opting for movement-based platformers mean you limit your design space a bit, but can focus solely on great movement. Check out Dustforce, N++, Super Meat Boy, Entropoly, etc. Combat ones are among those already mentioned, but it comes down to what sort of game you want to make, so just
- Watch design videos about the various tricks the average platformer uses to feel “great,” like coyote time, buffering inputs, and how to design the optimal jump heights based on your intended jump arc (Game Maker’s Tool Kit has a project about this topic to check out)
- Make a bunch of test levels and keep posting updates to gather feedback. Don’t use final art until later, even if the art is fairly minimal, it can waste time if you need to redo it - block it out with basic shapes until you’re happy with the layouts and design.
- I think the music is charming, so you could lean into the beatboxing and mouth SFX design by doing things like playing SFX on beat or other rhythmic influences. Some people may not like mouth noises, though, so maybe have an optional toggle for an alternate, more typical soundtrack.
- Platformers are a crowded market, so doing something to stand out with 1-2 core hooks that people rarely see. Easier said than done, given how many platformers there are, but definitely spend some time thinking about how to pitch and market your game. Good luck!