1- movement :
which's the most important thing in any platformer
Celeste has a perfect movement
The character isn't "stiff" at the same time isn't uncontrollable ,doesn't slide yet doesn't feel like you're moving a rock.
It's very precise if u died it's because u moved too much
Examples of opposing designs:
mega man 11 : the movement is very stiff and I think that's the idea but I didn't like it because it made the levels empty and dumb looking yet very hard because mega man is a rock with a pistol.
Mario 2d games : mario slides a lot and I think that's the idea but it makes the platforming hard only because mario is walking on soap not because the level is actually hard
2- Punishments :
If u die u replay the screen
The game doesn't tourture u with playing an easy 5 minute part to reach the actual hard part were there's actually a challenge and by the time you're there u forgot what was it about.
Or throw u back 30 minutes every time u die just to make it feel hard.
Every platforming needs absolute precision u won't pass by brute forcing it , so when I pass any level I actually feel like I beat it not just took the damage and walked.
Examples of opposing designs:
Sonic : as long as u have 1ring you can brute force any part unless it's a fall just walk on spikes whith your forgiveness time (when u flash after getting hit)
3-level design:
It's hard and u won't walk in a level without doing anything every centimetre u walk will have a challenge.
And every screen has an idea or unique combinations of ideas
Mario 3d and 2d games: a lot of them has wide spaces were u just run.
What do u think
English isn't my first language
Did i cook?