I'm really confused... How can a platform game not "similar to Super Mario Bros"?

Recently I finally released my game “Cai’s Adventures”.
It’s available at Apple app store(Free): https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=1265760689&mt=8

Below is the trailer:

However, the result is not good. Most of my friends and players who had tried my game feed back to me that it’s just very similar to “Super Mario Bros”. But I am confused now. Isn’t platform game always looks like this way? I designed the level and scene myself and never think of copying “Super Mario Bros”. How can you make a game not similar to SMB or any other games that existed if 2D platform game is the type you choose to make? If you design a character that can move, jump or shoot, then people can say that “it’s just another copy of SMP”, “who’s gonna play this kind of crap”…
Any suggestion?

Go have a look at Flashback. It’s 2D, it’s a platformer, I don’t think anyone would say it’s overly similar to Super Mario Brothers.

Go have a look at Assassin’s Creed: Chronicles. It’s got 3D graphics, but the gameplay is 2D and it’s a platformer… and I don’t think anyone would say it’s overly similar to Super Mario Brothers.

Next, have a look at Prince of Persia. Same deal. The Swapper? Yep. Braid? That too.

First, list what is those games have in common with Mario, then ask what is different about them compared to Mario. Then ask yourself: why do they seem so different?

Even if you replaced their graphics with actual Mario graphics, the games would still be very different. And the reason behind that is their mechanics - they all have either different things that the player does/can do, or things that impact how they do it. Your game’s mechanics, at a glance, seem pretty similar to Mario’s. The controls look fairly similar, the challenges look fairly similar, and from the trailer alone I’m not seeing a stand out unique thing about your game.

Don’t just think about your game as a “2D platformer”. Give it more of a description, more of an identity than that. Flashback is a sci-fi adventure game as well as a platformer. The AC: Chronicles games are about stealth. Prince of Persia is about escaping from a dungeon and sword fighting. Swapper is a sci-fi mystery with short-range teleportation mechanics. Braid is about time puzzles.

How would you describe your game? It needs to have something unique, and that unique factor should be designed in from the ground up and reflected through your game as a whole. Ideally that unique thing will be a game mechanic, a thing that effects what the player does or how they do it, that can also be visually clear.

That said, it looks like you did a pretty stand up job of building a game! Be proud of that. This already shows quite a bit of skill and dedication, and it’s an awesome spot to learn from and make something better.

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That’s not a bad thing. Super Mario Bros is the definitive platformer game. And arguably one of the better games of all time. Being compared to the best in the genre isn’t a bad thing.

Mushroom 11 is a 2D platformer. It bears very little resemblance to SMB.

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Agree with both posts above. I commented this resembled SMB very closely. That is not a negative in regards to your ability, because SMB is one of the definitive platformers of all time, and it speaks to your ability to mimic the mechanics of a very high quality game.
@angrypenguin provided great advice and I really can’t add much more helpful into to that post.

Well… super mario bros (I only ever played NES version ,though ) had few distinct things:

  1. You move from left to right.
  2. There are powerups that grant you powers and make character bigger.
  3. You jump onto enemies to defeat them.

If you make a fully vertical level, add melee combat, backtracking, wall jumping/wall climbing, it’ll be no longer super mario clone.

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It’s really hard to make an ingenious game.

I think you have one heck of a solid start. You have plenty of obstacles and enemies and level design looks pretty good too. Focus on the player. You can keep the core play mechanics of walk, jump and shoot. Just add one or two special abilities to increase interaction & interest and add something to provide more of a sense of accomplishment. Just my IMO.

Like the player may have a special attack. Or maybe there are some very light rpg like elements where you gain exp and can boost one of health, movement speed, attack speed or attack strength. Or think of some other kind of crazy ability the character has. Maybe they can turn themselves into a bomb complete with countdown or whatever. Course has to fit your level or vice-versa.

Reward could be gaining exp as you defeat enemies or maybe you collect x number of things or maybe you rescue x number of people or things along the way. This introduces another layer.

Basically don’t stop now. You have done all of the hard part. You have what seems like a very solid foundation. Only needs those “something extra” elements to bring it above the majority.

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Yeah, think about how you could add one ability to your player to significantly change the game. List out a bunch of cool things your character could potentially be able to do. Then for each one consider gameplay implications, and ways you can counter them to up the challenge as the game goes on. Pick the one that gives you the most interesting stuff to play with, and make a game around it.

For example… your character can stop time for a limited period.

Initially this makes things easy. You can defeat any enemy by stopping time, moving behind them, and shooting them while they’re basically stuck. You can dodge any attack before they can even start it. Moving platforms are trivial because you can effectively stop them where you want them.

But… then think of ways to build your levels to keep this interesting. Maybe you have enemies who are impossible to beat without time freezing? Maybe they’re too fast, or have undodgeable attacks? Add some sets of moving platforms that require timing of multiple freezes. Now your ability is adding challenges that are unique to your game. (Though maybe this particular ability has been done before. Braid may even do it, not sure.)

Don’t stop there. Games feel contrived if you’ve got an ability that the world can’t counter, because your character doesn’t seem to fit. Fix that, and also up the challenge, by thinking of ways it can be countered. Maybe some enemies can’t be frozen? Or maybe when frozen your bullets bounce off them? Add platforms that only move in a time freeze. So on and so forth. Now you’ve got complex interactions and puzzle solving all revolving around one extra button you’ve added. The rest of the game could be exactly Mario, but as long as you exploit your new mechanic for all it’s worth your game will end up providing a unique experience in its own right just from that.

And that’s just the first ability idea that popped into my head, and isn’t even a particularly original one.

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Your entire post made me think of a mash up between Castlevania and the original side scroller Ninja Gaiden.
Great games and ones that had unique elements in approach to the 2D platformer experience.

Keep it up OP - having a SMB clone is not bad, I’d say a lot of dev’s set out to do this exact thing and fail. Just as angrypenguin says - expand upon the progress of a successful creation.