- Object Pooling for projectiles and short lived objects.
- Different camera logic for levels to provide a different feel.
Locked camera for boss fights and puzzle areas.
Moving camera for long exploratory areas.
Camera on “rails” that ensures camera moves with player but stays within level bounds to give a more predictable camera location, and prevent excessive dead areas on screen.
- Custom built character controller to get very precise 2D movement.
- Parallax Image techniques to show movement on 2D landscape.