Got it to work by following Lysis’ link.
Nice presentation. “This is your game.” … “This is your game with system keys”. Guilty :(.
Useful presentation, too. For those unable to watch it, I’ll try to sum it up.
Camera- Remember that 2D games have a camera too. Ensure the player is placed properly on the screen, and that the camera always keeps track of the player, and lets them see what they’re doing.
Controls- Don’t use system keys, or you’ll get sticky keys/other problems. If your game uses isometric, let players configure controls. If your game uses keys, make sure players can navigate menus using just the keyboard.
Communication- Make sure things that do different things look different. Whenever two objects interact, have an effect (ie bullet hits tank, make tank flash white). Contrast back/foreground. Too much text in instructions = bad, use pictures/visuals instead of blocks of text.
Random- Random numbers being repeated (I can’t see this as much of an issue?). Randomness creating impossible scenarios, ie a wall of randomly placed obstacles. Too random – games have parts that are too easy/hard – use bias in your random numbers.
Emulation- Make sure you understand what you emulate. “Improving” classic games – ensure you know what makes the first game fun before you try and improve it.
Difficulty- Don’t make it too hard or too easy. Games that are very hard from the start will not have a longer life than others. Make a proper difficulty curve. Distribute powerups as player requires.
General- Powerups do not make a good game. Focus on the core game. ‘Issue: Attempting to make game elements “realistic”. Why: Listening to people who don’t play games. Solution: Ignore those people"’. Introduce mechanics one at a time. Having too long intros, people want to play fast. Pace your game properly. Just because it’s fun for you to make cool player explosions doesn’t mean its more fun for the player to be blown up in a cool way – success is more fun than failure.
(That was longer than I expected)