> It's one of those super common game design wisdoms like 'let your your player jump a few frames after they've left the platform, otherwise it'll feel bad' and it's applied in most jump and runs because it's the right thing to do and then you get one of the most critically praised jump and runs of all time like super meat boy which uses exactly zero of these common wisdoms and instead just works with proper and tight game design.
Can you give examples of games that implement this, where jump and run is also a core mechanic?
I've only seen this in Dead Cells, co-creator of which argues that the game wasn't supposed to be a jump and run in the first place.
It makes sense SMB wouldn't implement these crutches as it's literally the whole challenge of the game.
Can you give examples of games that implement this, where jump and run is also a core mechanic?
I've only seen this in Dead Cells, co-creator of which argues that the game wasn't supposed to be a jump and run in the first place.
It makes sense SMB wouldn't implement these crutches as it's literally the whole challenge of the game.