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Fall damage in a metroidvania is just not fun. Every drop felt like a gamble and it made me hesitant to actually explore. The gloves would probably feel nicer as a way to avoid fall damage if you slid down faster while wall clinging the current speed feels like it brings you to a complete stop and you have to constantly move off and back onto the wall to fall at any reasonable speed which also feels risky. But honestly, I'd suggest just making the first upgrade negate fall damage entirely and giving the wall cling and wall jump at the same time.

Player health is so low they might as well die instantly, and if that's what you want I'd suggest ditching the death menu and just having them automatically respawn because as it is I got frustrated quite quickly.  Enemies could use telegraphs for their attacks and it would be nice if they had knockback when hit, since without that you need to kite them and there often isnt enough room for that. They'd also hurt me during their death animation sometimes.

Platforming also felt quite janky to me, could use some coyote time. I'd also perfer Z to jump instead of space but that's just preference.

I encountered two bugs while playing, firstly the camera would sometimes not follow me when I moved to the next room, which killed me on at least one occasion. It seemed to mainly happen if I went slightly into one room before moving back into the previous one. The second was just an audiovisual bug, sometimes when dying the healthbar would glitch and show a bunch of extra hearts while playing the hurt sound repeatedly.

As far as the themes are concerned, I really can't understand what you were going for with the Metroidn't theme, and for the 20XX... are the random streetlamps supposed to give me modern vibes? Because they mostly just feel out of place.

All that said I can still see the makings of a good game here. You clearly have a good grasp of what makes a metroidvania, it just needs more work on the execution.

I agreed.

I started the project last friday without any theme in mind. But at the current state it is a basic template for a metrodvania. The theme are arbitry, the 20XX is because of the post apocalypse city scape.

So about the fall the damage, I want to start the player without what you typically started in any platformer which is the fall damage. So the PC is weaker than most PC in other game. I guess it wasn’t a popular choice for a platformer.

So the level design is heavily based on fall damage mitigation. And the target is make the player felt the progression from dying of fall damage to be able to not care about it.

Yeah, the enemy is afterthought.

Also LDTK is the GOAT for level designing a metrodvania.

I like you critical view on this.