That's a really good point. Those indie games are using the setup too, and it's become a genre in its own right.Besides, we already have a couple new games with the runback timer, in the form of Pizza Tower and AntonBlast
We'd also need interesting level design, Shake It's levels were kinda samey (especially the subwarine levels, those were really boring and uninteresting).I thought Shake It's bosses were probably the highlight of that game, at least where personality is concerned.
But the next game definitely needs wackier and more interesting levels and aesthetics. Wario Land 4 made every level feel unique, while Shake It's levels felt kinda bland and generic. Like any other 2D platformer setting.
I think the boring level design and aesthetics kinda go hand in hand to be honest. It's easier to create an exciting level if you've got stuff like Pinball Zone or Fiery Cavern than uh... Shake It's more standardised levels.We'd also need interesting level design, Shake It's levels were kinda samey (especially the subwarine levels, those were really boring and uninteresting).
They should also work also work on the sound design. WL4 sound's design was really wacky and Shake It's OST sounded like very samey. It's not bad but nothing really memorable.
Yeah and the great thnig about Wario Land 4 is that every single level has a different gimmick and usually in games, this results in bad levels but in WL4 every gimmick is fun and interesting. The best part for me was the Topaz Passage. Lots of fun interesting gimmicks in it.I think the boring level design and aesthetics kinda go hand in hand to be honest. It's easier to create an exciting level if you've got stuff like Pinball Zone or Fiery Cavern than uh... Shake It's more standardised levels.
Every level in 4 had at least one major interesting gimmick and difference to stand out, whereas a lot of Shake It's kinda... just didn't.