What makes a platformer fun?

After I succesfully completed my first semi-serious project I started working on a platformer game. Originally I wanted to make a Mario clone but I quickly discarded that idea. The current idea: the character is a wizard with various spells to kill enemies. (Different types of spells do a different amount of damage to the various monsters). I have some basic stuff working: Tiled map loading, Animation and monsters, movement and physics. But it turned out to be not as "fun" as I had imagined.

So, my question for you guys:

What makes or breaks a platformer game?

Cheers, Xander
That's the million dollar question.

Personally, I think it has to do with control. A good game balances control of your environment with denial of control. (This is not necessarily the same as difficulty levels -- where control isn't the issue as much as mastering more complex patterns and/or quicker response times.)

For example, in Bomberman, there is a certain combination of powerups that I love to have -- I get to wipe through levels with full control. But, the action gets so fast and furious and I make a mistake and lose all that power-up awesomeness and have to build it up again.

In Tetris, very simple: I always have full-control -- if I can concentrate and anticipate well enough.

One thing I personally dislike about Mario games (the old ones) is that everything in the world is instantly deadly, and there is very little recourse against even small errors. Yoshi's Island stands out because it is the first Mario where you have a great deal more control over pacing and environment, and your own status is much less volatile.

When a game is too simple or too predictable, you have too much control. Sometimes such games compensate by making it too difficult to maintain control. This is too frustrating to withstand.

Meh, 'nuff said.
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