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1.Each character has there own perk and animation.
2. Moving object, suggesting interactions.
3. When the player gets hurt they become smaller, giving a second chance. But if the player gets hurt once more when they're , they will lose and go back to the beginning. Basically you get 2 lives.
4. Door suggests interaction.
5. The game encourages players not to die, as they will go back to the start of the level.
6. Life indication on the left side of the screen.
7. Doors mean checkpoints.
8. Tulips have some special items hidden with them (upgrades), making the player curious to pick them up. They're also used a projectiles.
9. Jumping on enemies allows you to pick them up and throw thwem.
10. Doors let you go back two previous levels.
11. Different enemy types.

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2D Graphics

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HUD for your life bar

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Some enemies have different attack patterns

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Enemy's can be picked up and used as projectiles.

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Bright colors with some contrasting colors

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Slot machine at the end of a level requires coins that have been picked up during the levels to use to gain powerups

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Restart the game when you die

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Start up cutscene and character select screen and at the end of a level there is a slot machine to get powerups for the next level

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Intractable vehicles like a flying carpet and intractables like doors and items that you can pick up

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Each character starts at 2 Health points until you pick up a mushroom which refills full health and adds an extra health point to a characters life bar.

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Enemy sprites have their own unique movements like the goomba walks, shy guy walks and the birds jump every three seconds

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Objects can be picked up and used as weapons such as a POW block or a turnip

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All of the characters have their own unique jump/movement style.