Needle:
-Being able to see your character is very important. Make the backgrounds clear and paint the spikes to a different color from the background.
-Minimize the use of generic garbage jumps such as corners, ledges, diamonds, inverts and the one I hate the most is plane jump. These jumps are very easy to come up with and all they do is create a fake sense of difficulty.
-No grid
Nice examples: Neurosis, Catharsis, Vector, Not Another Needle Game, ArioTrap2, 3200min.
Avoidance:
-Don't make avoidances.
Adventure:
-Make it as open world as you can.
-Don't use retarded gimmicks, and try to be creative with areas.
-Traps are fine unless they are used right before the next save.
-One boss each area is fine. Try to not make them hard so they won't break the pacing.
-No grid
Nice examples: Dun Wanna Be Anything, Crimson, Destination, See the Moon.
Medley:
-No K3 cloning.
-No Happil cloning.
-Don't make a boss rush. Even if you do make the bosses easier than the other bosses, since there will be 4 or more.
-Don't nerf or buff the room you're copying too much. Might end up annoying or anticlimactic.
Nice examples: Kamilia 2, Thank to Daburyu, Kill the Needle Games 2, Cultured.
Trap:
-You know the rules, try to be as unpredictable as possible.
-Even though you make a trap game, don't over overuse the traps. 7 traps per save is fine.
Nice examples: fa trap, Metamorphosis.
-No grid
100 Floor
-It's very hard to make a 100 floor game so good luck
-1 gimmick per 10 floors is fine.
-If you're making 100 floors of pure needle you must absolutely have a slowly increasing difficulty curve.
Nice examples: Crimson Needle 2, NANG(this is a 400 floor game if youre going for true ending but w/e),Reach heaven, Survive