Sidescroller possibly means less time needs to be spent thinking about actual gameplay and how/why you move; in an isometric one, within which in depth detailed worlds can be explored and not just seen needs a good reason for you to be exploring and much more in depth goal/reason for you to explore, including getting the audience to care for that reason. A sidescroller has an easier goal, usually - get to the end and that n itself feels like an achievement, which can often be more satisfying for an audience ----- good reason to potentially do a side scroller instead. Design limitations? Possibly harder to get a 3D effect, possibly harder for any interaction to happen, may need many more changing scenes to keep it interesting. Would this alone look interesting enough for someone to want to play it without any other interesting things? Would design alone be enough to make it seem interesting? Can any Angry Birds style gimmicks (i.e shooting birds at people) help with both an interesting design and a unique selling point?
How much of a story could be told with just a background? What kind of story do I want to tell?
Maybe choosing what kind of gameplay etc the game would use would be a better starting point than choosing between isometric/sidescroller.
Choices; platform, genre, gameplay, visuals, isometric/sidescroller.
Types of gameplay? Collecting things - could get boring if this is all there is too it, depends on what you are collecting and any different means there are to collect with. Puzzles i.e Layton would be interesting and provide different opportunities for designing but the puzzles themselves need to be interesting which could take up too much time and fail badly if not done quite right. Some kind of fighting may require more animation but could involve item collection etc.
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