Yeah, I got suggested by a friend that we should have made a map as well. We ran out of time, you made it to as far as we got. Sorry we should have made a clear indication of where the game ends. I think a map would help with hugeness if it indicated where /which direction for example the abilities are.
Viewing post in Slime's Forest Adventure jam comments
No worries!
But I have to say, please don't get the wrong lesson here!
Having an actual map is very cool, but it is just a little helping hand , it should NOT be used as a band-aid solution for level design!
I'd say the best metroidvanias are the ones you don't need a visible map at all, the player should be able to tell where they are just by feelings alone! Be that done by differing visuals, interesting gameplay patterns, noteable landmarks or anything like that. For example, you could have made less big open rooms and more cramped corridors ones. If the player can come back to a room that gives a "hub area" feeling they will be able to find thenselves all the much easier without actually needing a visible map for localization.
Maps are still great for localizing where you DIDN'T go yet by showing the player where are new exits on rooms they already passed throught, but they should not be used for mitigating "I'm lost" situations.