I wrote these up a while back, but I think it applies a lot now when everyone is making Single Player stages for the first time.
* The player should be able to beat the stage the first time with sufficient skill. That doesn’t mean the stage should be easy, but it does mean that your level should never use traps in such a way that a player who does not know about them cannot avoid. In other words, don’t make it so that if they activate the trap without knowing about it, they immediately die. A good example of a good trap is the prison in Castle Eggman 2. If the player accidentally sets it off, they have a lot of enemies to worry about, but they certainly can make it if they run or are good at fighting.
* Blind jumps are always bad. The player should always be able to see what they are trying to jump to. This is not as much of an issue in a 3D game where you can see forward, but if the room is too dark, they won’t be able to make the jump.
* Mazes are bad. Getting lost in stages is one of the most annoying things if it’s hard to find the exit. Some of my own levels suffer from this exact same problem, like Verdant Forest, so don’t think I’m not aware of how hard it is to avoid this problem.
* Use a lot of Star Posts, especially before dangerous areas. Nothing is more annoying than getting past an insanely difficult area only to immediately die at the next one, and then having to do it all over again.
* Multiple paths are a very good thing. It takes a long time to do, but it’s worth it in the end because having many ways to get through the stage adds replay value and makes the stage more interesting.
* Adding a lot of scenery often takes time, but a good visual presentation never hurt the stage unless you go way too overboard. Watch your framerate if you’re adding visual effects, and generally don’t do the visual effects until you’re done with the rest of the stage, so you know how much it’s affecting the framerate.
* Don't place too many enemies. Having 15 Eggmans on the screen at the same time may be amusing the first time, but it's not all that particularly interesting the 3rd or 4th time. Remember the difficulty level you're aiming for with your stage as well, so don't put Jetty-syns in a stage that's supposed to be easy.
* Variety is good. Especially in a single player stage, having a lot of different stuff in the stage makes the level much more interesting and enjoyable. Having a variety of scenery and layout in the stage makes it more fun.
* Test your stage by letting others play it. Have a few people you can trust and let them play your betas, and find out what they like and don’t like. Getting player feedback is the most important thing of all, and without it, I would still be making tiny levels like Crawla Valley with a million bugs.
Comments and additions to the list are welcome.
* The player should be able to beat the stage the first time with sufficient skill. That doesn’t mean the stage should be easy, but it does mean that your level should never use traps in such a way that a player who does not know about them cannot avoid. In other words, don’t make it so that if they activate the trap without knowing about it, they immediately die. A good example of a good trap is the prison in Castle Eggman 2. If the player accidentally sets it off, they have a lot of enemies to worry about, but they certainly can make it if they run or are good at fighting.
* Blind jumps are always bad. The player should always be able to see what they are trying to jump to. This is not as much of an issue in a 3D game where you can see forward, but if the room is too dark, they won’t be able to make the jump.
* Mazes are bad. Getting lost in stages is one of the most annoying things if it’s hard to find the exit. Some of my own levels suffer from this exact same problem, like Verdant Forest, so don’t think I’m not aware of how hard it is to avoid this problem.
* Use a lot of Star Posts, especially before dangerous areas. Nothing is more annoying than getting past an insanely difficult area only to immediately die at the next one, and then having to do it all over again.
* Multiple paths are a very good thing. It takes a long time to do, but it’s worth it in the end because having many ways to get through the stage adds replay value and makes the stage more interesting.
* Adding a lot of scenery often takes time, but a good visual presentation never hurt the stage unless you go way too overboard. Watch your framerate if you’re adding visual effects, and generally don’t do the visual effects until you’re done with the rest of the stage, so you know how much it’s affecting the framerate.
* Don't place too many enemies. Having 15 Eggmans on the screen at the same time may be amusing the first time, but it's not all that particularly interesting the 3rd or 4th time. Remember the difficulty level you're aiming for with your stage as well, so don't put Jetty-syns in a stage that's supposed to be easy.
* Variety is good. Especially in a single player stage, having a lot of different stuff in the stage makes the level much more interesting and enjoyable. Having a variety of scenery and layout in the stage makes it more fun.
* Test your stage by letting others play it. Have a few people you can trust and let them play your betas, and find out what they like and don’t like. Getting player feedback is the most important thing of all, and without it, I would still be making tiny levels like Crawla Valley with a million bugs.
Comments and additions to the list are welcome.