About the Daring Do game: I've avoided talking about this since I figured we were speaking about a game which could hypothetically actually be developed by a team of amateurs with no money, but to me the best way to make the game would be to focus on two types of gameplay: outside free-form flight, and claustrophobic trap-filled dungeons.
It would work like this: you start each area outside, in a massive 3d environment, with only an incredibly vague map showing you a series of landmarks and your eventual destination, the ancient-temple-of-the-day. At which point you are given full freedom to fly around at top speed and go look for the proper landmarks. Environments should be nicely varied, with occasional flying enemies you have to shake off by performing aerial maneuvers through tight areas, such as flying in and out of a jungle canopy, avoiding attacks from hanging snakes and such. The enjoyment of these sequences would be mostly about exploration, similar to the experience in
Shadow of the Colossus when you were just riding around looking for the next boss fight or searching for lizards. To make these sequences fun, you'd have to really work out a set of fun and intuitive flight controls. In addition to looking for landmarks, there could be other little collectible things (lesser archeological treasures perhaps) to find, purely optional, but to give you a reason to keep flying around.
Once you actually find the local temple, gameplay shifts focus. Now that you are inside in a narrow environment, flight is no longer all that useful. Switching to 2D at this point seems like a good idea to me. You run or fly (alternating between the two as necessary) through a series of trap gauntlets to reach the final reward, at which point you have a confrontation with the villain and then move on to the next location.
Now obviously this is a very formulaic idea, but with a little variation here and there I think it could be turned into something pretty nice.