i promise your indie platformer doesn't need to have instant-death spikes or platforms the exact width of the player. you can manage without, really
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i promise your indie platformer doesn't need to have instant-death spikes or platforms the exact width of the player. you can manage without, really
But that's what "indie" means, doesn't it? Doing the exact same thing as everyone else?
it means praising the genius miyamoto displayed when building smb world 1-1 and then making something nothing like it
my new innovation, delayed death spikes, that kill you 30 seconds after you touch them
Once you touch the spike you can take exactly six steps, and then your heart explodes.
ok but actually this is extremely on brand for a weird-ass indie platformer gimmick
combine it with deathwarps being a required mechanic and you got something
preemptive death spikes, that instantly kill you as soon as the game detects you're on an inevitable trajectory towards them. optimize the retry loop.
The problem with platformers has been a lack of zugzwang, naturally.