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Metroidvania Retro FPS Project

A topic by Neutrinora created Aug 19, 2020 Views: 387 Replies: 5
Viewing posts 1 to 3
(2 edits)

Hello friends, i was started building a metroidvania FPS project. Got a first playable prototype at the moment and have a lot of work to do https://trello.com/b/DW5Z5F6k/recastle

I would like to hear your thoughts, ideas about anything could be great for a metroidvania fps shooter game.

Also, cooperation requests for development are appreciated !

You can play prototype here: https://neutrinora.itch.io/recastle


Moderator(+1)

Hi Neutrinora,

I took a look at your game, looks quite fun! I assume you meant to post that on the “Get Feedback” board. The “Ideas & Feedback” is meant for ideas and feedback about the Itch.io site itself. Hopefully a mod/admin will be able to transfer it there.

In the meantime, here is my feedback:

  • I have low expectations about webgl games in terms of performance, but this game works quite well! I’m on a mid/low end laptop, and I don’t notice any big performance issue.

  • I’m not very familiar with the “Metroidvania” genre, but my understanding is, it refers to the old Metroid and Castlevania games, that were 2D platformers with fighting elements. Assuming that’s the case, potential users might not find what they are looking for when searching for Metroidvania games and finding this game. I think describing it like “Minecraft, with guns” or something to that extend, might be more accurate.

  • Some blocks can be destroyed with one hit, some blocks can’t be destroyed (or can with too many hits?). Currently it’s not very obvious which ones can be destroyed, apart from the destructible ones being slightly darker. Maybe make those ones a completely different material? It makes it so much easier if it’s obvious to the user what they can interact with.

  • The animation of attacking looks fun, and I like the particles.

I know this is a prototype, so I don’t really have any more feedback about what’s already there, but since you asked for ideas, here are some:

  • Add some kind of narrative, it doesn’t have to be just text, it could also be implemented in the gameplay. For example if the starting area is a grass field, and the final boss is in a castle, it allows the user to imagine their own narrative, based on parts of the game.

  • Add a purpose for the user to navigate the stage. Maybe a target they need to reach, or an amount of enemies they need to defeat? That will depend heavily on how you imagine the game looking at the end.

I can’t really come up with a lot more, as the game is still in early stages, and there are too many possible options.

Looks good so far! I know some of the things I mentioned might already be part of the roadmap of this game, but I added them for completeness. Everything I’ve mentioned is just my opinion, so feel free to pick only the ones you like :)

Oh thats so cool that you spend your time for writing lot, thats very special to me at the moment.
Got your feedback on roadmap for further usage, which some points are only useful maybe in 1-2 months, but other ones  will be appreciated asap. https://trello.com/c/gmh3k81v/86-dark-dimensions-feedback

Also thank you for warning about "Ideas & Feedback" stuff.  Let me delete this and repost there, could you copy your comment to paste over there?

Moderator

You don’t have to delete it, once a mod sees it they can transfer it so you don’t lose any of the existing comments. Not a big deal, don’t worry :)

Alright then

Moderator moved this topic to Get Feedback