If your game has the following, it should do very well:
-Variety in gameplay
-Original high quality graphics (no libs)
-Custom movement
-Lastability
-Original Music
The best games are the ones that are fun to play, but good graphics and good music will add to the fun factor. Remember to put effort into your games to ensure they are of a fairly high standard.
Get beta testers to play your game. You may well think your game is easy as you know where everything is, but others will not know that. What could be an easy game for you could be impossible for others.
Add variety in level design. For instance, when making a platformer you don't want a flat path to the end of the screen, filled with blocks. You want a multi-direction platformer, with intricate level design. Not something boshed out quickly.
Do you enjoy playing your game? If you don't, then its a dead cert that no-one else will either.
Don't use library graphics, but don't try to be the best spriter in the world either. Do everything yourself, and even if your first graphics are crap, they're still original.
Give the game some suiting music. It doesn't have to be original, because not everyone has the musical talent. But theres no point, for example, in having some eerie organ music playing in a happy, colourful level. No point in having christmassy music in a lava level! Sounds obvious, but so many klikkers fall into that trap. Get the music right, and you have the atmosphere right, a perfect way to get people immersed.
Custom engines are definately better than originals, but make sure they're as bug free as possible. Make engine tests and release them to the public, and get their views. Then make the necessary improvements. There is no such thing as a perfect engine, but try and get it as perfect as it can be.
-Custom movement
-Original Music
-Good Story (if your game has one or an RPG)
-good level design
-no ripped or libary graphics (you can do fan games, although not a lot of people like them as normal games)
-long game, not short
-If you have an main villian, make him very evil
-good attractive name
-original game (a new game, that is not the same as others)
-beta testers
-(if moving) advance scrolling, dont use basic centre x 0, y 0.
-Like circy said, suiting music
-Plan it
-if you was going to do good quality graphics. say some grass. You could draw it yourself or research a picture of grass like of www.google.com. and see how to draw it, if this makes sence that is.
-Have the game rewarding, like extras at the end of game (new minigame, jukebox, bonus level)
-have a scoreboard if you like, makes the game more fun.
-as extra have an online version of your game?
Don't take shortcuts at every corner. By all means don't expect you are capable of doing everything brilliantly, but if there's something you're not satisfied with, FIX IT. It all builds up and makes a difference to the quality of the end product.
Don't avoid hard work. If a good feature will take weeks to complete, don't wimp out, especially if its worth it.
Try some new things, and generally don't be lazy about it.
There's a bunch of these tips in the articles section, I recommend to read a lot of articles, as they teach you cool tricks and how to avoid dead ends.
i think short games are better because if you have a lack of ideas you will spread it more thinly in a long game and longer games give the player more chance to get bored.
think of the amount of click games we get through
Two things that I realized first after many years of klikking (silly me!):
1. Only work with ONE game at once. Don't start up ten projects at one time, working on every one of them now and then. Only have one project at a time, and put your soul into it. Of course, this doesn't include small test games and such.
2. Don't make the game too long with too many bonuses, levels, weapons, functions etc. Yes, it's good to make a game with many levels and a long lastability, but if you plan to make too much, you will grow tired of it before you've finished. Make the game long and fun, but not oversized.
Number 1: Design out on paper.
Put everything in there on paper. That way, you can rip it apart if you don't like it.
Number 2: Storyline.
Why is the main character blowing up aliens in the first place?
Number 3: Addiction.
Make the person want to play the game again, and again, and again....
Number 4: Do not do something that has been overdone many times over.
Such as: Super Jumping Plumber Vs. Evil Turtle Dudes 3000!
Other then that, nothing else. But, at least try on the graphics. Even if you can't draw a straight line.
All platforming problems can be mostly solved here:
Three things that are often overlooked in Klik games are story, consistency, and artificial intelligence. All of these can serve as excellent motivation for the player.
A good story with well-done cinematics give the player something to look forward to between levels and gives a reason for whatever you are doing in the game. While a great story can't save a bad game, it can elevate a good game to a great one.
Artificial intelligence is also a must. Enemies should react realistically and provide a genuine challenge to the player. Have them do things like duck under shots, take cover behind objects, and use tactics. It might take some time to code, but the final result is well worth it.
Consistency is extremely important, but often completely forgotten. The graphics should all share a similar style, the technology should be of the same era, and music should match the action. Even if the game played very well, an action game featuring Superman with a dark sci-fi story, inconsistent graphics and Mario music in the background wouldn't be something I would want to play.
The best way to make a good game? Follow these two simple rules:
1. Play good games. Examine them. Ask yourself, why is this game fun?
2. Have other people play test your game. The more people the better. Listen to their comments and try and implement what they say (if it is within reason and makes sense).
Making a good game has nothing to do with "use a custom movement" and "don't use library graphics". It has to do with making a game thats fun to play. If you need to have a custom movement, then make one, but if the built in movements will suffice then don't waste time. If you need to make custom graphics then fine, but the library graphics are often fine for backdrop items and will save quite a bit of time. Some of you make it sound as if you are only making games for other Klikers, in my opinion thats not the point. The mainstream don't care if your game uses library graphics or custom movement, they care if it's fun.
99 percent chance that the above post is 100 percent correct.
I think to make a game good, it should:
1. Be clean and organized. Who likes a messy looking game?
2. Try to introduce new features never seen on other click game before.
3. Have challenge throught the game, even a possibility of difficulty seetings. It's not hard to do, really.
4. Allow the player to play the game in different ways, like have cheat codes, extra characters, ect.
Organize your game on paper and plan it out before getting too far into it. Just allow some room for fun. Don't write every single aspect of it and plan stages out before you get to them. It'll take all the fun out of it and you'll eventually become bored of it.
And Remeber one important thing:
If you begin a project that will require extensive coding, try to perfect it before you make any actual levels, especially if you decide to put some extra feature in last minute. That way you won't have to go through every frame, adding in events and objects. Just have fun with it!
Death in the air
Strapped in the electric chair
This can't be happening to me
Who made you God to say
"I'll take your life from you!!"