Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Metroidvania Design thoughts: Reflecting on MVM 18

So, I’ve rated a couple handfuls of MVM 18 entries, leaving some rather detailed feedback. I’ve come to a few thoughts on some thoughts around building a successful MVM entry.

Before I get into thoughts though, the most important thing about any game jam is to enjoy it and learn from it. What I’ve got listed below is mostly me giving recommendations based on what I’ve seen.

MVM do’s and don’ts

Do: Build strong core mechanics

One of the first obstacles to overcome in building a Metroidvania is having a usable movement. For platformers, make sure that your core jump arc matches your level design well (and adding in affordances like Coyote time and short jumps if your jumps are more difficult). In particular, landing on a platform shouldn’t generally be precise enough to want to count frames. (Specific challenge sections excepted).

For other types of Metroidvanias, similar principles apply. The general upside is that the challenge shouldn’t come from poorly implemented core mechanics.

Don’t: Build difficulty from tedium

There are many ways to add in challenge into a Metroidvania, but adding it by making enemies take a lot of damage, without adding some variety into the combat gets tedious. There is an element of taste here, but if you’re spending multiple moments at a time doing nothing but pressing a button to do damage, without having to dodge or otherwise make reaction or decision, the enemy is probably too tanky.

Do: Indicate edges of incomplete experiences

Having an incomplete MVM entry can work well. Having one that is incomplete, but has no markers of where the edges leads to ending with a whimper.

Maybe Don’t: Put in difficulty spike before your player has at least some of the basic kit

This one might be a bit more subjective. There are valid reasons to put a challenge up front, but it is likely to filter out a decent portion of players. Generally speaking games in general, and Metroidvanias in specific, benefit from having a challenge/power curve has enough of an on-ramp for players to get used to how the game plays before giving a difficulty challenge.

Definitely do: Give detailed feedback

I’ve had a great time trading detailed feedback back and forth with other submitters in this jam, it’s been nice to see, and it’s felt a lot more open that way than other jams I’ve seen.

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.

(+1)

Man you got patience to write an essay like that haha

(+1)

I mean, I’ve been writing longer essays in Jam feedback comments, lol

Best place to put em