If you haven’t read part 1, read it here!
Runners will use everything at their disposal to climb levels and venture places not intended. This can be a big problem again if you are making a game with an exploratory gameplay. Any jagged terrain must be checked over, you’d be surprised how little space a player might need to boost themselves over your level.
(e.g The Last Tinker / Donkey Kong 64 / Ratchet and Clank / Sonic: Lost World / Sonic Unleashed [2])
Check delay on your pause functions, make them instant if possible. Leaving the possibility open that something else can be triggered simultaneously with a pause could end in trouble if tested. Don’t have variables reset or change on pausing and be sure to prevent use of any mechanic within a pause screen during automated sections.
(e.g Sonic Boom: Rise of Lyric / Sly: Thieves in Time / Shantae and the Pirate’s Curse)
Any game with knock back, runners have done what they can to exploit it. Even rocket jumping can have a few twists made to get more out of it. Try and make the effect halt you before doing the knock back, or momentum building can be exploited. If you must have intense rocket jumping, make sure to keep a lid on all of the game world, or people will find a way to climb out.
(e.g Rise of the Triad 2013 / Quake / Zelda: Ocarina of Time / Sonic Boom: Rise of Lyric)



Good, you didn’t tell the devs one of the most important secrets…
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Ah yes, THAT secret. They will get that when I’m hired ;)))
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