I think we should coin a new term for the level design used by MVs, Zeldalikes, and Soulslikes

I feel like we get bogged down by saying "an ability gated interconnected world" and the like. Also, none of these really capture the design system of "open world with limited pathing choices, but you can't go this way yet; you can either find something that allows you to go this way, or you can take the long path once and then unlock this path from the other side". And this is such a critical aspect of these games that I think it really deserves its own term. "Interconnected World" is okay but really feels like it's more talking about how the worlds loop back around on themselves, rather than the system of gating, and it's a bit of a mouthful.

I thought "linked world" sounded nice and is a cool reference to LoZ, but it still doesn't quite fit the bill. Detour World sounds funny like an awful theme park.

Thoughts? Any ideas?

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u/breckendusk — 18 minutes ago

Choose your favorite superpower: what's the worst thing you would do?

For most it may be just not helping society with them. For me - I think invisibility is my favorite - there would definitely be some (significant) theft involved, sorry not sorry

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u/breckendusk — 13 hours ago

*SPOILERS* Just beat the final boss on my first try!

Mist Jar goes HARD. Crazy I haven't used it since the first area, but I equipped it after struggling with the first version of the final boss and it changed my life. Beat them both on the first attempt with it equipped.

I also had a setup of 6 items for boss fights that trivialized them.

Boss Killing Combo:

  1. Proto Spark, The one that gives you an extra life

  2. Lightning Grip, The one that does lightning damage randomly and after you heal

  3. Uranium Bracelet, The one that makes you deal and take significantly more damage

  4. Vascular Syrup, The one that makes it so you take damage over time instead of immediately

  5. Intravenous Vial, The one that makes you heal automatically when you have enough (this combos with the Mist Jar like none other)

  6. This one I changed a lot, but here it was Evasion Powder (added invulnerability time after damage/burrowing). I also have used the Chain Capacitor (Combo damage booster), the Plasma Jar, the Steady Soles if needed, the Blinking Glass (random temporary invulnerability), the Repulsing Root (damage and push enemies when you're hurt), the Reckless Beastium (extra damage after healing, but you also take extra damage), Helio the Wisp (heal after taking damage), Willow the Wisp (damage boost after taking damage), and the Lace Glove (raise attack level)

These combine so that you don't have to take time to heal as long as you're gaining plasma (plasma boosters are also helpful - I'm guessing the one that gives you plasma for using your sidearm will go crazy with the mist jar), and then when you do heal you get a damage boost. The mist jar gives you dodging even when you mistimed a jump/burrow, as well as giving you health and plasma! The uranium bracelet combos with these so you can deal hefty damage and facetank, then get a big heal when you get low. Finally, if you do happen to die, you get another chance to repeat it.

Had so much fun with this game! Hope anyone who's struggling with Baron Lionel or Radiant Lionel can use this information.

Baron Lionel tips:

  • he flashes red and blue which indicates the sequence he's going to attack, along with the timing. He is temporarily vulnerable after this onslaught.
  • red means a long distance punch. Multiple in a row means he WILL reach you. Prepare to juke him out.
  • blue means a short range explosion. This will turn over tiles that cannot be burrowed through and will electrocute you.
  • when he gets on all fours, he is preparing to use an attack that will heal him immensely. Wait for him to run in place a bit as he's about to attack - then burrow until he's done.
  • If you ever mistime a dodge: mist jar! You'll get heals instead of hurts
u/breckendusk — 1 day ago

Endgame Spoilers (Sins/Blame)

I just got to have my "sins" listed and I know I committed a few more that are on this list, but there are some that I don't understand how to get from context. All the others I either know, understand, or figured out from context.

What do these refer to?

“Not to overlook the liberties taken with personal property, touching someone's beloved pet without their permission!”

“Contraband goods are outlawed for good reason, but you still saw fit to stock up, didn't ya?” (I'm guessing dual wield?)

“You couldn't simply leave that poor woman alone in her chair, could you? You became her worst nightmare!”

“You enabled a frog to drink itself sick. Why? For fun?”

“Skulking about without a lantern - you nearly ran over a poor creature in the dark!”

“She trampled the father of a family tree, leaving them broken and bare.” (guessing this is the leaf you can crush. Hilarious)

“One of our brightest friends was minding her own business... until you snuffed her out.”

“*sniffle* I was so happy. The orphanage was so nice... until this lady stole the presents they got us!”

“You forced someone to undergo an unproven treatment against their will.”

u/breckendusk — 2 days ago

What are your favorite level design tips?

My main project is a metroidvania, so here are some that I use in my bible:

  1. Always reward exploration. Could be something as small as a treasure chest, or could contain something like a piece of heart or even a whole secret area. Nothing feels worse than going somewhere that was hard to find, get to, or otherwise seems intentionally hidden but contains nothing.
  2. Obvious secrets first. The player has to be taught things about the level design: that some areas look blocked off but arent, that some walls can be destroyed.
  3. In a similar vein, there are several ways of handling obtaining upgrades. Easiest is to teleport them to a special region that teaches them how to use the ability. Another great option is to make it impossible to escape the room that contains the ability without using it.
  4. No matter how you obtain an ability, in metroidvanias, abilities act as keys. Ideally more than just as keys, but that is their minimum function. Any time you want to prevent forward progress - or backward progress - you place a blockage that requires the right key. This is essential for metroidvanias as sometimes you want to "guide" players by preventing them from going backward. It is also crucial for backtracking as often you will show a player something they can't access yet, or allow them to access both sides of a door but yet not have a way through it, but it becomes a huge part of backtracking later.
  5. Shortcuts: taking from soulslikes and MVs, shortcuts are huge. The player should not have to accomplish a particularly challenging segment every time they need to cross it. One directional success is enough; after that, they should either unlock an ability or be able to flip some sort of switch that allows them to bypass the challenge in the future.

What are some of your favorite level design tips?

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u/breckendusk — 4 days ago
▲ 13 r/Scream

I wish that Amber told Gale that she only got the drop on Dewey because Gale called him

I think that guilt is the only way she ever would stop chasing the story. Not that I want her gone, but currently I think she will basically have to get killed when her arc is over. Furthermore while I don't mind her grief arc over Dewey, their toxic relationship arc (for which I mostly think Gale is at fault until the time he finally left her) was a lot more interesting and it feels like her part in the story is beginning to run its course without it. It often feels like a cheap way of explaining the Stab movies continuing but that's a franchise at this point, there's always reboots, other country remakes, HBO series remakes, comics, video games, plenty of explanations for more Stab.

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u/breckendusk — 1 month ago
▲ 10 r/Scream

Which Ghostface had the best death scene?

I'm partial to Richie's - from Sam stabbing him in the mouth to the last almost sadistic thing she says to him, it really stands out for me. Roman's "unkillable" moment is up there too, and I think there's an argument to be made for any of them.

Points to Amber and >!Jessica!< for brutality/gore. Impressively done although not really my thing.

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u/breckendusk — 2 months ago

I'm not an Illari main, but I've always felt that her melee and sword are too cool to have such a simple melee. Wounds feel a bit too Junker Queen, and I though burning could be interesting but possibly OP.

I had a kinda cool idea today though, what if she like... left burning "cuts" in midair where she slashes? Just a beam of light that burns in place for a short time, I'm thinking like 6 hits of very low damage over a second

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u/breckendusk — 2 months ago