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Thanks! I tried to think about how to best capture the action oriented elements of a 2D metroidvania in plain text. I feel like I ended up making a lot of systems just to end up only using each of them once, lol. If you're wondering, it doesn't like, model a whole 2D world, it just kind of fakes it. For example, the player has an x position (which is always between zero and the number of gaps in the current room), but enemies are, in some sense, in the entire room at once, at least as far as the gap system is concerned. The approach system tracks an enemy's "distance" from the player (only one at a time), however.

I'm thinking of adding a map (rendered in text, of course) to show the rooms you've been to, and where you currently are, so that should help with navigation.

(+1)

Thank your for the explanation and I think that's a fantastic idea! :)