Hey, hi everyone. We here at IronRaven decided to make a metroidvania, in the style of Dieselpunk and the 20s, art deco, art nouveau and so on. Tell me, what is the most important thing for you in metroidvanias, besides their appearance?
Hey, hi everyone. We here at IronRaven decided to make a metroidvania, in the style of Dieselpunk and the 20s, art deco, art nouveau and so on. Tell me, what is the most important thing for you in metroidvanias, besides their appearance?
But also, don’t fucking do what Metroid Dread did, and try to defeat sequence breaks. The Dread devs went out of their way to ruin speed runners’ experiences, by basically fighting against sequence breaks at every opportunity. Sequence breaks aren’t something the average player should be able to do accidentally, but don’t try to actively stop it either.
Maybe someone discovers that a particular platform normally requires a double jump to reach, but can be reached by kiting an enemy across the room and using some well-timed damage knockback to get a boost in height. This obviously isn’t intended gameplay, but it may be something that speed runners learn to do reliably, because getting the double jump ability adds 10 minutes to their route. Don’t fucking patch that out as soon as you learn about it, because you’ll just stifle any interest that speed runners have in your game. And in a decade, there’s a very good chance that the only people keeping your game relevant will be speed runners.
As the great creators of soulslikes said: If the game allows you to do something, use it for your passage