The game-making lessons we mentioned are:
- Don’t waste the player’s time. A novel input system cannot survive on novelty alone; it MUST serve good gameplay. Otherwise, the forced input falls from delightful to frustration (Professor Layton and the Miracle Mask)
- Movement in a platformer MUST feel great above all else. If a game has secrets to find via exploration, that exploration had better not suck. (Sackboy: a Big Adventure)
- Visuals afford function. Therefore, nothing is ever only cosmetic. If a character looks tall and fat, the player expects the movement to be slow. If a character is short and thin, the player expects the movement to be quick and nimble (Sackboy: a Big Adventure)
- Is there a formula for determining the proper melee attack range for a character based on character speed and height? There should be. (Sackboy: a Big Adventure)