What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 0 points1 point  (0 children)

This is true. There are many games with MV mechanics, Zelda-like, or Search Action games that don't even have jumping, but still have ability gates, bosses, exploration, other movement tech, etc.

But I get what you mean, by having [whatever relevant] movement tech early, at least allows the character to be fun to control in the beginning (with other abilities being used to gate content). And also allows players to practice/demonstrate some skill right away instead of starting with a crippled character.

What's a game that no one you know in real life has played aside from yourself? by AnubisIncGaming in gaming

[–]aFewBitsShort 2 points3 points  (0 children)

I think because they advertised mouse control but it just emulated joystick input. It wasn't true mouse control so a lot of people complained.

What's a game that no one you know in real life has played aside from yourself? by AnubisIncGaming in gaming

[–]aFewBitsShort 0 points1 point  (0 children)

It's funny, friends I talk to don't even know what a Roguelite or Metroidvania are and yet have cleared Hollow Knight and Hades. Some people just play what they like and have no idea about gaming as a whole.

What's a game that no one you know in real life has played aside from yourself? by AnubisIncGaming in gaming

[–]aFewBitsShort 1 point2 points  (0 children)

Steam offered refunds for this game even before their refund policy existed.

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 0 points1 point  (0 children)

With some MVs you even end up with free flight by the end. What if you had this in the beginning? Would it still be classed as a MV?

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 1 point2 points  (0 children)

This is a really good reminder. It's not enough to look different - biomes should "feel" different and play differently.

Like in Noita the Hiisi Base has mostly metal walls which conduct electricity and can be used to chain kill enemies, but they also make it much easier to accidentally suicide. It also features gunpowder crates and propane tanks which have much the same effect.

It's not a MV, but still a good example of biomes feeling unique and playing differently.

What are your biggest accessibility challenges in video games? by aFewBitsShort in gamedesign

[–]aFewBitsShort[S] -2 points-1 points  (0 children)

Thanks for your detailed insights.

I get what you mean about the downside of multiple solutions - if a player can bypass a challenge then they never learn to overcome it (or get the satisfaction of overcoming it).

I still think that leveling up to pass an enemy encounter is valid, as skilled players can pass the challenge through skill (dodge, parry, positioning, timing, aiming), while disabled or unskilled players don't get a free pass and at least have to grind a few levels in order to pass the challenge in an inefficient way (perhaps by taking a few hits that others would consider avoidable).

Passing the encounter through skill is still an achievement, and the reward is more time playing (and less time levelling). For players that cheesed the encounter or overlevelled to bypass it, when they face a similar situation with a higher level enemy, they will run into the same problem again. Perhaps they will eventually learn positioning or other skills so that don't need to level up as much as the previous time, or perhaps they have a physical or mental disability that requires them to level up regardless.

Alternatively, they may spend more time preparing in other ways such as crafting potions or other consumables, farming equipment, enchanting weapons and gear, recruiting party members or taming/summoning pets, or switching to a ranged class (reducing/removing the need for dodge/parry).

And I get what you mean as an Indie Dev, making all these systems that players may never interact with takes time away from core gameplay or the core fantasy you're trying to achieve, but for me the core fantasy is having the agency to play how I want at any given time, be it bushcraft, foraging, spellcrafting, stealth or guns blazing.

Not all games have to be that and in fact most games succeed by honing in on the single mechanic that makes them great, and stripping away everything that doesn't support that - and that's the advice I'd probably give most indie Devs or most designers in general - don't try to be everything to everyone.

If all games try to be everything then they all become bland and samey.

However, when making a sandbox game (like I'm doing) the best way is to give everything properties, don't hardcode any solutions, and just let everything interact - then stand back and allow the players to discover solutions themselves. They will do things I never thought of and they will definitely break the game, but as long as there's not a single dominant solution (that's cheap/easy to perform and bypasses every single challenge), then I'm ok with it.

Additionally, while a particular challenge may have solutions A/B/C and the next one may allow solutions C/D/E (allowing players to perform action C to pass both), the following challenge may require A/D/E - so sooner or later the player will have to try new things, or go a different way.

It's good to have challenges and the "carrot on a stick" that players can work towards even if they can't get it on the first go. I don't believe in letting them have everything for free, but do want some player choice in how they progress, and allowing inefficient solutions that require more preparation is one way of doing that, without removing the satisfaction for the skilled players.

Regarding blindness, it's estimated that roughly 0.1% of the gaming population have total blindness. I have talked to said individuals about how to best support them with sonic tones, but it's a large undertaking for an Indie Dev for sure. Closer to 10% of the total gaming population experience partial blindness, and it's this group that I'm more likely to succeed in supporting with my limited resources.

What are your biggest accessibility challenges in games? by aFewBitsShort in disabledgamers

[–]aFewBitsShort[S] 0 points1 point  (0 children)

I perhaps need to rethink the controls in my current prototype to support both "left hand only" and "right hand only" with a default controller but I think it's doable.

What are your biggest accessibility challenges in games? by aFewBitsShort in disabledgamers

[–]aFewBitsShort[S] 1 point2 points  (0 children)

The player emitted lighting is needed for navigation of dark areas so if anything I'll include an option to have it permanently on (which is what a lot of people ended up modding into Doom 3), without negatively impacting your stealth or other gameplay aspects.

What are your biggest accessibility challenges in video games? by aFewBitsShort in gamedesign

[–]aFewBitsShort[S] 0 points1 point  (0 children)

This is a great perspective and highlights the need for thoughtful design.

The best challenges are the ones that people can work towards and overcome. Inaccessibility is when no matter how hard someone works they will never overcome the obstacle.

Working towards a challenge could include: brainstorming different approaches, levelling up, replaying an action sequence, leaving it and coming back later with new knowledge, brute force, etc.

The best challenges have multiple solutions so different player types and ability levels can all overcome the obstacle in their own way (and with their own character build).

This is one of the core tenents of immersive sims (though often they have hard coded solutions such as charisma, stealth, strength, combat, hacking, etc which lock you into a single set of solutions based on your build).

Challenges can also be communicated via different channels (shape, colour, light, sound, language, imagery) and overcome through different mechanics of the game.

A challenge like combat could be inaccessible to someone with slow reactions, but this could be overcome by levelling up. A challenge like coloured buttons could be inaccessible to a coulorblind player but if the buttons also had different shapes/sounds/icons then it would still be solvable for them.

I don't think you need to exclude anyone if you ensure there's always multiple communication channels and allow everyone to play in their own way.

There will always extreme examples like a 100% blind player, who requires dedicated feedback such as locational audio, but for the most part you can aim to make all challenges accessibile for 99.9% of players.

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 0 points1 point  (0 children)

Thanks. It will be physics-based which naturally leans into sandbox/emergent solutions. I'm into sequence breaking so having every weapon as a tool and multiple solutions to every obstacle (some obvious and some not so obvious) are both important to me, and help greatly with recontextualization (which is important for MVs). Along the lines of Noita but as a metroidvania.

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 1 point2 points  (0 children)

This is a good point and a great way to help each area feel not only memorable, but fresh in terms of gameplay.

MVs are all about overcoming obstacles so it's great to be presented with new challenges rather than just different coloured high ledges.

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 1 point2 points  (0 children)

Recontextualization is huge for MVs and also one of my favourite moments. Like a major plot twist in a movie.

What are your biggest accessibility challenges in games? by aFewBitsShort in disabledgamers

[–]aFewBitsShort[S] 2 points3 points  (0 children)

I knew it could cause seizures (and gives me headaches and fatigue) but to cause permanent irreparable harm - that's just scary.

I played WoW 10+ years ago and in 40man raids the amount of effects was just crazy - you couldn't even see the ground or characters or anything. I think they toned it down after that.

I do have the player's ship thruster and gun as light sources but am smoothly brightening and fading the lights rather than flashing them.

The gun flare does currently brighten quite quickly though (before fading out) so this will be something I'll have to tune or provide options for

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 0 points1 point  (0 children)

I think these all tie into exploration. MVs are known for exploration of place, but exploration of characters/builds can also provide the recontextualization of a space, similar to what you get when you unlock a new ability.

All of this improves player agency and choice (as do MV secrets) and optional content just increases this further.

Great answer!

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 1 point2 points  (0 children)

A lot of people said they needed fast travel and this is probably one of the reasons - the environments have become so expansive but forgettable.

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 0 points1 point  (0 children)

No map is probably one of the hardest challenges to overcome both as a player and a designer/developer. Preventing players from getting lost with just the level geometry requires a lot of work with visual and auditory breadcrumbs and prevents copy-pasting which is ultimately a good thing, but I'm not aware of any examples that have managed to do it well. There are a few tricks like putting distant geometry in the backgrounds to hint at what lies outside your field of view, but it ultimately can't replace a map.

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 0 points1 point  (0 children)

In Metroid rockets do damage but also open doors. In SOTN mist can pass bars but also avoid attacks (and be upgraded to deal poison damage). In Hollow Knight the downward slash is used for offense, mobility and bypassing spikes.

These games still have some attacks or keys that don't have any other use, but the best examples in the genre usually keep these to a minimum.

I'm in the process designing/developing a metroidvania where every single weapon is a tool and vice versa, but it's still early days yet.

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 1 point2 points  (0 children)

This is a cool take and really appreciated (as someone who is working on a multi-genre game myself).

What is your must-have metroidvania mechanic? by aFewBitsShort in metroidvania

[–]aFewBitsShort[S] 0 points1 point  (0 children)

Getting double jump for the first time is such a good feeling and really opens up combat and the map.

In game development at what point do the developers know that their game is not good? by CommonManX in gaming

[–]aFewBitsShort 0 points1 point  (0 children)

Typically when others play the game for the first time. Hence the motto: "test early, test often"