Jump to content

Pelvic WOO! engine

TSS Member
  • Content Count

    538
  • Joined

  • Last visited

  • Days Won

    4

Pelvic WOO! engine last won the day on May 5

Pelvic WOO! engine had the most liked content!

About Pelvic WOO! engine

  • Rank
    400 maynnnn!!
  • Birthday 07/31/1992

Profile Information

  • Interests
    New sonic games, new nintendo games, media that influences me to come up with more ideas to draw. My favorite music, Old school rap, indie, reggae, blues, video game music, bibio, tame impala.
  • Gender
    Male
  • Country
    United States
  • Location
    In box springs zone act 1

Contact Methods

  • Steam
    http://steamycoolman.com/id/nnn/

Recent Profile Visitors

98,892 profile views

Single Status Update

See all updates by Pelvic WOO! engine

  1. What's key in designing a good metroidvania game?

    1. Diogenes

      Diogenes

      probably a lot of things. maybe what's most important is the part that isn't even "metroidvania"; the fundamentals, the moving and fighting and whatever else the player is actually going to be spending the majority of their time doing. if you're going to be spending hours running through the same rooms and halls looking for the next powerup or where to use it, you're going to want doing so to still feel good. and it should keep feeling good (or ideally, start good and get better) with each item you pick up.

    2. Blue Wisp

      Blue Wisp

      As long as it's not a slog it's a good Metroidvania imo. Like, it's a broad genre, the only thing in common is maybe having a big overworld you can gradually explore with powerups you can acquire, the rest from mechanics to how the character handles and all of that it really depends on the game. Metroid, Castlevania, Guacamelee, they're all Metroidvanias but they aren't really that similar mechanics-wise.  

      At the start it's acceptable to be a bit sloggish, but once you start getting powerups and stuff exploration shouldn't feel like "Ugh I gotta backtrack all the way here" or "Ugh these rooms are soooo identical"

    3. Won't Stop, Just Go

      Won't Stop, Just Go

      Agency. Give the player the room to figure out the map naturally through their own decision making. A lot of metroidvanias I've played are a little too scared of letting the player get lost so they start to get too close to a linear action game.

×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.