r/metroidvania

My stickman MV is finally OUT!

Stickility is OUT NOW on Steam, with a 15% off discount! If you like the mix of wacky Stickman-themed adventure, with darker themes and cinematic boss fights, try it out!
It's been a long long long journey for me to get this game out to the public, so I appreciate anyone who picks it up and enjoys it!

u/RegLaN_PL — 10 days ago

Games more focused on exploring

The thing i like the most in metroidvanias is the exploration the non linear path, the walkback to explore new areas now available, puzzle solving.

One thing I dislike is the boss fight, specially when has 2nd phase and sometimes even a 3rd phase, i don't mind if they are easier but I hate that there is always a boss that needs at least 10 times until you learn all his moves. In prince of persia lost crown boss fights where pretty easy so I did not mind about that, but usually they are not that easy.

There are any worth to try metroidvanias that do not have bosses and focus more on the exploration and puzzle solving ?

reddit.com
u/le_mustachio — 10 days ago

How important is spatial coherence in Metroidvania level design?

I've been thinking about something while playing Metroidvanias: how important is it for the world to actually make spatial sense?

I love labyrinthine maps. Getting lost, finding shortcuts, coming back somewhere from an unexpected direction, slowly building a mental map... that's a huge part of why I love the genre.

But I'm starting to think there's a big difference between a world being labyrinthine and a world simply not following its own spatial logic.

I'm replaying Hollow Knight right now after getting all the Steam achievements, and honestly, the more I replay it, the more I notice how controlled Hallownest is. It's incredibly complex, but most of the time I still feel like I'm moving through an actual place rather than a collection of rooms.

Fallen Tear is a convenient recent example of the opposite feeling I sometimes get. I'm using it because it just came out and I'm currently playing it, not because I want to shit on the game. I actually think it's visually beautiful.

These two screenshots are a good example.

In the first one, I'm standing in front of a huge tree with a dark opening. Visually, everything tells me: I'm about to enter this tree.

So naturally my brain builds a mental model. I'm going inside the trunk. It could be one small room or an entire network of passages, I don't care.

Then I enter and get the second screenshot.

It's suddenly a huge open environment with what looks like another gigantic tree inside.

And my brain just went: wait... where am I?

This isn't about realism. It's fantasy. Put an entire kingdom inside the tree if you want. But then establish that somehow.

What interests me is the relationship between what the environment tells the player and the mental map the player builds.

If I enter the bottom of a giant tree and climb through several rooms, I love being able to think: "OK, I must be somewhere near the top of the trunk now." And if I eventually emerge onto a branch that I saw earlier from outside, that's incredibly satisfying.

The world can be extremely labyrinthine while still having an internal geography.

And that's where I'd genuinely love to hear from people who know more about level design or have worked in studios.

I've never worked in a game studio and this isn't remotely my actual job, so I don't know what the production constraints are.

Are rooms sometimes designed independently and connected later? Does gameplay take priority over geographical coherence? Do art changes or late level design changes create these inconsistencies?

Because as a player, sometimes I see a transition like this and immediately think "wait, that doesn't make sense." And it makes me genuinely curious about what happens during development and playtesting.

Is this something level designers actually care about a lot? Or am I putting way more importance on spatial coherence than most players do?

u/Igafann — 9 days ago

Castlevania Games

Happy Halloween it’s easily my favorite time of the year, spooky movies , games and cookies if your wife is a baker like mine is lol.

I’m currently going through and researching Castlevania games as I liked the anime and love anything Vampire related and I was looking in feedback on which Castlevania games to start playing.

I have dabbled in Metroidvania games and 2D action side scroller games with games like Grime 2, The Last faith , 9 Sols and Shinobi which came out last year.

I am mostly interested in the Castlevania games that are more combat based and those that don’t have grueling or super difficult platforming. For example Grime 2 I barely finished because of how difficult platforming was for me in that one. I enjoy mostly lore, atmosphere , music but don’t want only platforming in the game if possible.

What games would you recommend to play first that you have enjoyed in the series. Based on more of a combat based Castlevania or maybe the ones where platforming isn’t cruel.

Thanks guys for your suggestions and hopefully you guys are playing something awesome right now.

reddit.com
u/Patriots9210 — 10 days ago

Possessor(s)

So I just finished the game and very much enjoyed it. Don’t know why the game wasn’t successful. For those who played it, what’s your take on the it?

reddit.com
u/Jack-ass-4757 — 9 days ago

Im ashamed to ask this . Sorry if I hurt someone.

Im a big fan of metroidvanias I use only ps5 i like to 100% all . The problem I neverplayed any castlevania only sotn back in the day I have all collections on my library I want to know wich order should start and go . Sorry dont kill me

reddit.com
u/__cryptkeeper__ — 9 days ago

Que Metroidvanias Recomiendan? Mi Laptop es una 🥔

Ya Jugué:

Nine Sols

Dead Cells

Hollow Knight

Hollow Knight: Silksong

Ori and the Blind Forest

Blasphemous

u/David1655 — 9 days ago
▲ 75 r/metroidvania+1 crossposts

Bitside - a metroidvania celebrating gaming history. Playtesters needed!

Bitside (working title) is a metroidvania where the map is a timeline. You start at the surface in a modern 2D style, and the further down you go, the further back the world regresses: 8-bit, then Atari, then black and white.

It isn't just a skin, the gameplay changes with it. The modern era plays close to Hollow Knight, the 8-bit era more like Zelda II or DuckTales (or Shovel Knight, more recently), the Atari era more like Pitfall. Figuring out how to use a different toolset in each era is a big part of the adventure.

I have attached a quick video (YouTube link here) of a technical test which will help this make a little more sense =)

I have a prototype with temp art and audio and am looking for playtesters. It's early looking, but the level design, story, movement, and era transitions are all real and it gives a good sense of the full game. Roughly 90 minutes (although fine to spend less), Windows only for now, controller strongly recommended (keyboard is supported but not great yet).

Comment either here or fill out this form and I'll send you an itch key. Feedback can be provided either here or in my Discord server.

Thanks to anyone who takes the time!

u/Organic-Reason8196 — 12 days ago
▲ 25 r/metroidvania+2 crossposts

Habilidades de movimentação e plataforma do meu metroidvania

Nas últimas semanas tenho focado bastante nas mecânicas de movimentação e plataforma de Unstrung Machine.

Já implementei Pogo, Dash, Double Jump, Wall Slide, Wall Jump e Rope Swing, e também venho trabalhando nas animações, transições e efeitos para fazer tudo parecer mais fluido e responsivo.

Ainda estou refinando bastante coisa, principalmente a sensação de conectar uma habilidade com a outra, mas a movimentação finalmente está começando a chegar mais perto do que eu imaginava para o jogo.

Unstrung Machine (Wishlist on Steam)

u/geeksou — 9 days ago

I just put up the Steam Page for DRAGONBOMB -- A FREE metroidvania where you play as a dragon trying to save his village from human knights. I'd really appreciate some wishlists!

u/distractednova — 10 days ago