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In what points do you think I have failed in making a Metroidvania?

The first thing that comes to mind is the limited number of rooms, maybe that's why it doesn't feel like an interconnected world. (I have no excuse, I organized myself quite poorly for the jam). Another element that matches what you've said about Celeste is that I try to make each room unique. (Whether it be a puzzle, the scenario or a particular event). Is that bad in Metroidvanias?

If there is any element in which I have failed, I would like to know what it is for the future update of this game and future projects.

Thanks you for your feedback and playing!

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In my opinion it's the pacing that lets you down in terms of making a metroidvania. Instead of a gradual increase in difficulty and power, it just feels like I've been thrown into the game with harsh difficulty right off the bat, which makes its pacing quite unmetroidvania like. I can definitely sympathize with that being part of not having enough time to add more rooms that make the pacing more gradual, but it does mean that the experience has a very awkward flow in my opinion. But I absolutely wouldn't say that you've "failed" in making a metroidvania at all, this game is ultimately a very competently made metroidvania,  but it's more so that I believe this game would have actually been stronger if it wasn't a metroidvania with its pacing and design philosophy. 

I definitely think more frequent checkpoints is a start in this regard, so it doesn't feel like the player is being pushed too hard by having to do these difficult rooms back to back right off the bat. I do have to stress though that this is still a very strong entry overall and I had a lot of fun playing it regardless

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Oh, i thought it was a more serious problem. I will work on pacing on my next games.

There is a shortcut to avoid the archers (at the sword powerup room). And the onsen works as a checkpoint. (You need to speak to the girl before the boss room to open the door). Did you use them or they weren't easy to notice?

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It took me quite a bit to notice it honestly, saves and checkpoints should preferably be in a place where the player is just naturally gonna  go to, rather than an area that's off of their current path. All of the critiques for this entry really just ultimately come down to balancing and pacing though, which I think speaks quite strongly to your other fundamentals when it comes to game development which I believe are super polished