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My platormer The Sad duo has solid blocks, but I didn't want to implement complicated collision-handling code for corners that would be required for solid blocks, so I just have the player character instantly jump to the top if they are near the upper corners, and designed the levels so the player would never be able to touch the bottom side of any of the blocks.

The amount of little finesse helper mechanics in platformers always blows me away.

Have you seen this GDC talk? It's probably the craziest example I've ever seen

https://www.youtube.com/watch?v=OfSpBoA6TWw