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« on: February 07, 2013, 11:58:55 pm »
The controls are absolutely crucial. Make them responsive, and close to a standard layout when it makes sense. Test with the best controller available. Test it on fresh players. Not yourself, you'll get too used to the feel of what you're making.
Make an interesting mix of environments. Don't just change the background, give different levels different shapes, like open areas, tight tunnels, rooms, vertical stages, destructible stuff.
(Hm. Most of what I've said applies to all platformers. Most action genres, even.)
To give replay value, first just make it worth playing once. Place secrets (areas, items, routes) throughout the levels. Note that in this internet age, there is no such thing as a too-well hidden secret.
Don't care how many levels, make it last an hour if that's what you've got. Just don't add filler.
How difficult? More difficult that the contemporary norm. To start, every kind of enemy should kill me at least once. Don't bother spending time making multiple difficulty levels, spend your resources testing and refining one.
Good things? I liked the dodge move in Hard Corps: Uprising.
Bad things. I agree with Ashbad on scoring. I'd even go further: don't include it in your arcade game either (see Videogame Culture Volume 1 for a detailed, forceful exposition). Instead, give your player's actions consequences within the actual game world.
More bad things: long mid-game cutscenes (longer than a few seconds). Infinite leveling-up/grinding. Collecting dozens of useless trinkets (not fashionable anymore, thankfully).
The future of the (2D) shooting platformer? Integration with melee combat systems from beat 'em ups. Bringing in treasures back from the future (i.e. 3D genres) like analogue control, real physics models, online play (mostly interested in co-op, personally), character customisation, polygons, voxels, vectors, 3D sound, stereoscopics, augmented reality, dual-wielding.