Hey, hi everyone. We here at IronRaven decided to make a metroidvania, in the style of Dieselpunk and the 20s, art deco, art nouveau and so on. Tell me, what is the most important thing for you in metroidvanias, besides their appearance?

  • zero_spelled_with_an_ecks@programming.dev
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    2 days ago

    Sotn and Super Metroid are definitely ones I have in mind when it comes to positive examples. Axiom Verge is pretty darn good, too.

    Other decent ones include AM2R, Bladechimera, Guacamelee, the NES’s Blaster Master, and most of the Castlevania/Bloodstained ones.

    Negative examples below:

    Metroid Dread - I hated the stealth and the qte

    Ender Lilies - bosses are meant to happen at exactly one difficulty

    Gestalt Steam and Cinder - puzzley enemies that grind movement to a halt, bosses with immunity phases, the stun mechanic for bosses that meant more cycles if you didn’t gain enough meter or miss your shot, absolutely bonkers plot, artificial barriers to character power

    Hollow Knight - this is a platformer first and a motroidvania second. No flow for me, thought I understand that so many people love it. Ori feels like this as well. An some point, both were just about not hitting spikes.

    Wonder Labyrinth - the aiming

    All the Shantae games. I really enjoy them except when there’s bottomless pits. And there’s always bottomless pits.

    There were also a few that weren’t bad, just didn’t quite catch me: Vernal Edge, 9 Years of Shadows, Timespinner.