Posted December 31, 2015
low rated
dtgreene: 2. The traps are always in the same place and not random. For example, if there is an invisible block that messes up your jump, it should always be in that place.
3. The penalty for failure should be minor. Having to worry about losing all your lives, watch a lengthy cutscene, or have to start over because you lack a necessary item and can't backtrack are all things that should be avoided in this sort of game. Syoban Action handles this by having checkpoints and allowing your lives counter to go arbitrarily negative.
4. Ideally, deaths should be funny, and the same trap should not be over-used. Otherwise, the game gets stale.
5. Getting around the traps, once you know that they're there, should not require tricky maneuvers. On the other hand, puzzles work well. (My favorite are the goals in Syoban Action and (at least the first stage of) Eryi's action; figuring out how to not die after hitting the goal is an interesting puzzle in these games.)
rtcvb32: Hmmm if you could avoid it on future plays, then yes it's probably acceptable to a degree. But really the number of times such a instant death or trap is in place should be relatively low. 3. The penalty for failure should be minor. Having to worry about losing all your lives, watch a lengthy cutscene, or have to start over because you lack a necessary item and can't backtrack are all things that should be avoided in this sort of game. Syoban Action handles this by having checkpoints and allowing your lives counter to go arbitrarily negative.
4. Ideally, deaths should be funny, and the same trap should not be over-used. Otherwise, the game gets stale.
5. Getting around the traps, once you know that they're there, should not require tricky maneuvers. On the other hand, puzzles work well. (My favorite are the goals in Syoban Action and (at least the first stage of) Eryi's action; figuring out how to not die after hitting the goal is an interesting puzzle in these games.)
Then, you reach the flagpole, hit it and automatically walk toward the goal, only to be killed on the way there. You now need to figure out how to arrange things so that you can hit the goal and not die.
One other point: If a player does not like this sort of traps, point 1 (which you neglected to quote) ensures that the player can avoid this type of game. (It's the sort of reason why I consider stealth games to be acceptable: If I don't like stealth, I can just avoid those games. It's when I have to play through stealth sequences to get to the fun parts of the game that it becomes a problem.)