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first of : sorry for not replying sooner , I just overlooked this 


personally I find the idea of it being a rogue lite slightly less appealing than it being a metroidvania , this is to a big part just my preference , because when I played games like dead cells or enter the gungeon , I played through them once fairly quickly ( dead cells took me just two tries to kill the final boss , there was a lot of luck involved ) and after I finished them I just couldnt bring myself to playing these things anymore because I knew , all I would find would be useless because the final boss is already beaten once , most times developers add more secret bosses to the game after its realiese but thats the same thing over again , 

In metroidvanias I spend usually way more time not only because they are longer , but also because I replay them very often , the key difference is that a game like hollow knight , dark souls or super metroid is so well designed and allowes for different strategies every time while the level architecture stays the same . after beating a rouge lite I always feel like there less variance in level design , because it feels very samey all the do to its random generation .


However especially in the case of your game I feel like the mechanics lend them self perfectly to a metroidvania and a rouge lite would harm them . 

as you sad the idea of spilling blood all over the place to better move around is a perfect fit for exploring , every time you enter a new area you have to push against the boundaries of your domain so it gets somewhat like the ink mechanics of splatoon . I would double down on this aspect of the game , because its something I've never seen in this context and it impressed me a lot . 

But of course its your game and you decide what to do with it and I have no right to tell you how it's done .

I can clearly see that you are a very skilled game designer and even if it would become a rouge like or rouge lite it will most certainly be a great one and I will keep follow the development of it .

  

(+1)

thanks for taking the time to respond, I really appreciate your feedback! You are right that the hand crafted aspect of the map is diminished when it is a rogue-lite, it trades quality for quantity I suppose. 

The blood mechanic does work well for the common Metroidvania trope of backtracking, and it would make it fun to backtrack if you get to use your movement abilities to do so.

I'm still on the fence between the two, and I'll have to ask more people on what their thoughts are for this. Regardless, thanks for your input, I will keep it in consideration!