mqstout: But it's generally an "avoid this game" flag for platformers for sure.
joppo: Haven't you heard? There are no more platformers, they've been phased out by the "mario-likes"
I would say that "Mario-like" could describe a specific type of platformer. Some characteristics:
* You do not have a weapon by default; instead, your primary attack is to jump on foes (or some other attack that's based off movement).
* No health meter in the conventional sense; getting hit might make you lose your power up or all of your rings (or kill you if you don't have such a thing), but there isn't a meter of some sort.
* Game has a focus on platforming, but does have enemies you need to avoid and can kill.
* There are power-ups, which can grant you different moves that might last until you get hit or get another power up. There are no permanent upgrades (so the game isn't a Metroidvania, though it might be interesting if one tried to make a Mario-like Metroidvania).
* To distinguish standard Mario-likes from precision (kaizo) or troll platformers, the design of the game isn't strict; you can sometimes fail without dying or losing progress (though you might lose your power-up), collecting a power-up is generally a good thing, and the game doesn't generally force you to get hit. This may start being less true when it comes to secret areas, however, and may be less true if the game gets harder.
(Note that this definition should be considered alpha-quality. While it's intended to include classic Mario and Sonic games (and likely others, like Giana Sisters), it likely excludes games it should include and vice versa. Note that Super Mario RPG and Super Mario 64 are explicitly *not* Mario-likes.)
kud13: The emphasis really is on loot- there's loads of it, enemies drop it, and you'll spend a lot of time comparing, dismantling, upgrading weapons and armor, trying to work out best synergies for status effects and such.
How would you say the amount and complexity of the loot and crafting compares to, say, Bloodstained?