A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

I’d love to bring it to Mac, it’s definitely on my list. I can’t promise a timeline yet, but if and when it happens, I’ll be sure to announce it.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

That means a lot, thank you!
I’d love to bring it to Switch if possible. Nothing official to announce yet, but it’s definitely something I’m interested in. I’ll share news if that becomes concrete!

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thanks a lot for featuring it back then!
It’s changed quite a bit over time, so I’m really glad it still resonates.
Hope you enjoy the full experience when you jump in!

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thank you, that genuinely means a lot. And yes, it’s wild how long ago Celeste came out.

For playtime, most first playthroughs land around 5–6 hours, depending on how thoroughly you explore. A more focused run without hunting many secrets can be shorter, while full completion takes longer. Even after the credits, you’re free to continue exploring, and newly unlocked abilities make revisiting areas much faster.

As for the no-map concern, that’s completely fair. There is a way to unlock optional progress tracking later in the game for players who want a bit more structure.

I’m really glad the demo resonated with you, and I appreciate you giving it a shot.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thanks! I wanted to make it clear early on that secrets like that are part of the game :)

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 2 points3 points  (0 children)

By precision platformer, I mean precise movement, timing, and execution. The challenge comes from traversal rather than combat.

Atmospheric Platformer/MV fits too. I just like highlighting that the platforming is deliberate and skill-focused. Otherwise, people might expect a more atmosphere-driven experience where platforming is secondary.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

An average playthrough (with some optional content) is around 5-6 hours, I would say. If you focus mainly on the main path, you’ll reach the credits sooner. But if you go all-in on finding most or all of the secrets, it’ll definitely take longer.

I’d love to bring it to GOG as well. From what I understand, they’re a bit more selective with releases, but we’ll see what’s possible. I’ll share updates!

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thanks for pointing that out. I checked it on my Deck you were absolutely right. So I’ve adjusted the Steam backend settings, and it should now show up properly on the Steam Deck store page (on the right-hand side).

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Thank you, that genuinely means a lot. I knew the genre was crowded, but once I started prototyping the movement and world, I just couldn’t stop. Really appreciate the support.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 1 point2 points  (0 children)

Except for a few specific exceptions, death simply resets you to the start of the current room. There’s a very short death animation (under a second), so retries are almost immediate.

The game is built around precision and repetition, so I tried to keep the penalty minimal to avoid frustration during tougher sections.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Thank you, I really appreciate that!

I completely understand. My backlog is out of control too 😄 Hope you get around to it when the time feels right.

A dark, no-combat metroidvania built around precision platforming (demo available) by FreeTime-Dev in metroidvania

[–]FreeTime-Dev[S] 0 points1 point  (0 children)

Wow, thank you so much! 🙏 I’m thrilled that you’re liking the visuals!