Posted March 05, 2021 by Inti Voxel Games
#level design #2D #Metroidvania #QA #side-scrolling #matter
Yes you will die anyway, but at least you're going to feel progress and understand the mechanics the game is trying to show you and why you died. A death with purpose... this sounds ontological haha
I think there is nothing to do in terms of difficulty, Matter is for mid-core to hardcore players, specially those with experience in platforms, but if I want to keep Matter difficult and challenging, yet fun and rewarding, I think Matter needs to give players time to learn, give more non-dangerous challenges that doesn't punish you too much before he faces the real thing.
My plan is to make levels to follow this pattern:
I'll apply this approach to this new level, and I'll see what can be done for the rest of levels.
For those wondering what's in the screenshot, that is what I think I'll do to level 3 (the level in which you connect the balls to sockets to make things happen). I've designed some challenges, each of them would have a purpose
Right now I've been designing each level with a purpose of showing something, and them mixing everything I could, but I think this approach is what is making Matter so difficult to understand.
What I need to do is to be more organized in the features I mean to show, so players are not too overwhelmed with the mechanics and I don't spend a hard time designing levels
BTW: if anyone here that might have reached the last level, please note that this level might change completely and if you saw the matter device powerup, you might not see it or see it in another completely different way
In the meantime I finish this level, you can play the latest version of Matter right now and start dying, mostly without reason