Posted November 16, 2017
(This topic is in the context of platformers; that is, games where jumping (or a similar mechanic) is central to the gameplay.)
One thing I have noticed is that, in some platformers (mainly 2D, but I see no reason this couldn't happen in 3D), the player is given certain abilities that, while limited in use, recharge as soon as you land. Generally, these abilities are ones that you will typically use in mid-air; many don't even make sense to use on land. Here are some that I have seen:
* Double jump, which really should be called mid-air jump. While in mid-air, you can jump, but you can only do so once before you land. This mechanic has become quite common. In IWBTG fangames, there are sometimes items you can pick up mid-air to restore your double jump, and Ys: Oath in Felghana, there is a little trick (only possible on Very Easy) that lets you return to where you used your double jump with the jump ready to use again.
* In Gargoyle's Quest and its sequel, you can glide; this causes your vertical position to stop changing, allowing you to fly over pits and spikes. The catch is, there is a meter that empties while you do this, and if it empties completely, you can no longer use this ability until you land or grab on to a wall. (There's one dungeon in the first game where you have to descend through a bunch of spikes, and if you don't want to take damage, you need to manage this resource carefully.)
* In Super Mario USA, the princess gets a similar ability to the one in Gargoyle's Quest, but there's no meter and the ability runs out very quickly. (There's no grabbing on walls in this game, however.)
* Guacamelee! does this to an extreme; there are several special attacks that you can use to gain distance and height in mid-air, but each one can only be used once until you land. (As if that isn't enough, you eventually even get a double jump.) The game does, indeed, expect you to use all your abilities in the same jump in order to progress.
What are your thoughts on this sort of mechanic? Can you think of any other interesting examples?
One thing I have noticed is that, in some platformers (mainly 2D, but I see no reason this couldn't happen in 3D), the player is given certain abilities that, while limited in use, recharge as soon as you land. Generally, these abilities are ones that you will typically use in mid-air; many don't even make sense to use on land. Here are some that I have seen:
* Double jump, which really should be called mid-air jump. While in mid-air, you can jump, but you can only do so once before you land. This mechanic has become quite common. In IWBTG fangames, there are sometimes items you can pick up mid-air to restore your double jump, and Ys: Oath in Felghana, there is a little trick (only possible on Very Easy) that lets you return to where you used your double jump with the jump ready to use again.
* In Gargoyle's Quest and its sequel, you can glide; this causes your vertical position to stop changing, allowing you to fly over pits and spikes. The catch is, there is a meter that empties while you do this, and if it empties completely, you can no longer use this ability until you land or grab on to a wall. (There's one dungeon in the first game where you have to descend through a bunch of spikes, and if you don't want to take damage, you need to manage this resource carefully.)
* In Super Mario USA, the princess gets a similar ability to the one in Gargoyle's Quest, but there's no meter and the ability runs out very quickly. (There's no grabbing on walls in this game, however.)
* Guacamelee! does this to an extreme; there are several special attacks that you can use to gain distance and height in mid-air, but each one can only be used once until you land. (As if that isn't enough, you eventually even get a double jump.) The game does, indeed, expect you to use all your abilities in the same jump in order to progress.
What are your thoughts on this sort of mechanic? Can you think of any other interesting examples?