Really depends on what you're going for. Sometimes you want to see just what the most basic element of an idea is capable of in a level. Mario Maker levels which are basically just goomba chainjumping come to mind.TheLoafLord wrote: ↑Sat Jul 21, 2018 9:07 amI was about to say that. It's always fun to introduce a mechanic and then throw in a new one. Just make sure the transition between the mechanics are smooth, if not, players will become overwhelmed.
And if you go too-madman you get too many supplements and get clutter, regardless of how good your transitions are. Mixing a lot of mechanics skillfully and satisfyingly is difficult, and might require more than a single level. I'm looking at you, Celeste, you cheeky bastard.