I added a combo system to make the action in the game more fun.

Combat was starting to feel one note, so I added a combo system to make it more fun and give it real depth. Next up: up and down attacks, plus perks that build around the third hit.

If it caught your interest and you'd like to support it, you can wishlist it on Steam:

Sylvaris: Black Reign

u/FrameBound — 14 hours ago
▲ 50 r/TurkOyunSektoru+2 crossposts

Continuing development on my metroidvania, quick gameplay update

I focused on the lighting this time since it was mentioned a lot in my previous post, and made some notable improvements. On the combat side there's polish and various tweaks. I also worked on getting the SFX right for enemies. I spent some time on skill acquisition and added new perks. There are also a bunch of bug fixes, including a fix to the character's gravity during falls.

u/FrameBound — 17 days ago

Does my first Metroidvania area look too repetitive? Please read the description before commenting.

I'm not trying to promote the wishlist or run a marketing campaign—I genuinely want feedback, so I'll be asking a few questions.

First of all, this is the first area of the game, Chain Below. In my earlier posts, I had only completed the first four rooms, but now the entire area is finished except for the boss room, for a total of 17 completed rooms.

The overall visual style is shown in the video. I've received quite a lot of feedback about the lighting, but I'm planning to polish and fine-tune that later in development. Right now, I'm mainly looking for feedback on the overall look and feel of the environment. Does it feel visually interesting, or does it come across as repetitive or boring?

At the moment, the first area contains five different traps. There are also a few Metroidvania-style progression rooms that can't be accessed until you unlock new abilities. For example, the first laser trap you see requires the dash ability to get through. In addition, there are currently six enemy types in this area.

I'm also working on extra environmental storytelling details for the story rooms, similar to what Dead Cells does, so those rooms will have a more unique atmosphere. Aside from those additions, though, the overall appearance of the first area is pretty much what you see in the video.

Do you think the environment looks too repetitive? Also, do you think five trap types are enough for a first area, or would you expect to see more?

Just to clarify, everything I'm talking about here applies only to the game's first area.

u/FrameBound — 2 months ago
▲ 32 r/TurkOyunSektoru+2 crossposts

Collectibles and upgrades are almost done. Very close to a demo! What do you think?

Now that the core systems and upgrades are out of the way, the main chunk of the work is done.For the remaining part, I’ll be focusing on drawing new assets, designing new rooms, and creating new biomes to expand the world. Let me know if you have any feedback or suggestions based on the clip!

u/FrameBound — 2 months ago

Sylvaris: Black Reign – Character & Unit Designs from my indie game (OC)

Character, NPC and mob designs from the Metroidvania game I'm developing. The game takes place in a dystopian steampunk world. I'm open to suggestions and ideas, especially mob suggestions!

u/FrameBound — 3 months ago

Working on my indie metroidvania game

finished pause screen, UI systems, perks integration and 3 new character animations this week. First goal is to get a fully functional game, then I'll start polishing. Any feedback is appreciated.

u/FrameBound — 3 months ago
▲ 85 r/metroidvania+3 crossposts

Been building this in my spare time as a solo dev.

Trying to go for a fast, aggressive combat feel with constant movement.

Curious what you think.

u/FrameBound — 4 months ago