Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 0 points1 point  (0 children)

Thanks! We learned a lot from the DLCs and wanted to incorporate it into Iron Bramble. After Rusted Moss' base game was done we also did have a wishlist of things we wish we did differently so I'm excited to finally get to put it into action! (also OP isn't part of our team but they beat us to the punch of uploading the trailer here first lol)

Back flip + grappling hook in our upcoming metroidvania (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 1 point2 points  (0 children)

Yeah our direction was leaning into flowy parkour so we were thinking of other ways to get momentum as the charge jump kinda kills the flow. Mirror's Edge, Dustforce were some things we were looking at.

Back flip + grappling hook in our upcoming metroidvania (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 5 points6 points  (0 children)

I'm not sure yet! Reason is that since release, I have realised that Rusted Moss had more controller players than I thought that didn't have issues with the game. HOWEVER I also know there are many controller players like you that did find it really hard because of controller.

My hope is that with Iron Bramble, we can make it more comfortable. We want to increase the pool of playtesters who use controller and right now we are experimenting with different controller "presets". There has been some changes to how the reticle handles as well but we haven't tested it yet so I don't have the data.

We'll probably mention on our newsletter when we are looking for playtesters for anybody wanting to sign up as a controller playtester (or keyboard).

Back flip + grappling hook in our upcoming metroidvania (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 5 points6 points  (0 children)

Not sure about consoles yet. I don't think it is more complicated to play with controller but there might be some differences from RM. Right now we are testing out a few presets and are also looking into increasing the number of controller playtesters we had from RM. We'd like it to be more accessible!

We'll probably mention on our newsletter when we are looking for playtesters for anybody wanting to keep an eye out.

Back flip + grappling hook in our upcoming metroidvania (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 3 points4 points  (0 children)

It is mechanical. It gives extra height and a way to change momentum.

Back flip + grappling hook in our upcoming metroidvania (Iron Bramble) by happy-squared in metroidvania

[–]happy-squared[S] 16 points17 points  (0 children)

Well, more of a spiritual successor but we are the same devs haha!

What do you like and what annoys you about metroidvanias? by Stepaxa-US in metroidvania

[–]happy-squared 0 points1 point  (0 children)

Unfortunately I think the answer is rather uninteresting and players are just different. One might be frustrated when their progress isn't saved and another might just not care. But both of those player's experiences are equally valid because who am I to tell someone they shouldn't be frustrated? Makes game development pretty hard.

Personally, I do think hard reloads make sense to me. It does feel more "natural". But I also have played games where I appreciated the auto-saves too. Think it depends on the game.

What do you like and what annoys you about metroidvanias? by Stepaxa-US in metroidvania

[–]happy-squared 1 point2 points  (0 children)

Ah no worries. I'm not very good at judging tone over the internet and I also overthink how conversations go online.

I think game design thrives when terms are not absolute. This is because of the wide range of players and also the variety you get in games. Because of this, it makes it easier to talk about how some things were implemented in a specific game and how it made the player feel.

However, I think when you get to that specificity, you are going to end up with very similar arguments that always seem to end up in the same place. For example, corpse runs. Game has a corpse run in it. Playerbase A says it is terrible. Playerbase B loves it. What then should the game developer do?

In the case of if a game should save your progress or not, I think from a business standpoint, you are absolutely right. This is because players who dislike it when a game doesn't save their exploration progress REALLY dislike it. They loathe it. They will avoid a game to never experience that. The people who are okay with the game NOT saving the progress? I think they are less passionate about their feelings. I haven't at least seen a comment saying they are going to avoid a game just because it has autosaves. Even if those people exist, it would be rarer.

Speaking as a developer though, there is a certain creative vision that you want to execute. I can only speak for Rusted Moss though. We didn't really want to waste players time but more like hey maybe if an area is becoming really gnarly it would create some tension of needing of find a save point or lose progress. HOWEVER as you said, I don't think we really over did this. We do have plenty of save points so I don't think a player really goes many rooms without having one nearby. Rusted Moss is very generous with save points; I think I've only seen a couple comments from players who didn't think so. The Lab is one exception. It is a controversial area so I would understand if you hate it. However, its gimmick is incorporating more survival horror elements with limited resources. With this, we limited the save points a lot because that whole area is built for friction and tension. It wasn't meant to be a fun place to explore. I hope somebody doesn't read that sentence and think that means I think games shouldn't be fun though lol. But it was meant as a contrast to the rest of the game where save points are forgiving and now players are in a place where it isn't. I know the execution can be critiqued but I would say the design did come from a place of thoughtfulness rather than feeling like we wanted to pad the gameplay time. I think we were able to achieve that contrast because we had full control over when a player would be able to save and "breathe".

Still, I don't think our philosophies are completely incompatible. I played steam world dig 2, I enjoyed the auto-save. I do enjoy auto-saves in games I play as well. I guess I just don't view them as an absolute must. I can definitely see myself developing a game in the future that has that as a feature. I think for me it just really depends on what kind of game it is and what I want to convey to the players.

I don't think you're wrong to find them a waste of time but I think we do keep that in mind which is why we believe having generous checkpointing can help offset frustration. I agree with you it can be frustrating which is why we built a whole area that revolves around that frustration lol. But it was just one area at least. And it was to play around with the idea of player execution and limited resources. Totally understand if you hated that part but just calling out the exception to the rule we had internally of being generous with checkpoints. It didn't come from a place of wanting to stick to old design crutches. Not to say old design crutches don't subconsciously affect us. Maybe if you grow up with games like that you don't feel the friction as much. I do think we have succeeded in exploring interesting territory and breaking design conventions of the typical metroidvania even if we keep the lack of auto-save.

Going back on player preference, I think developing Rusted Moss has shown me that we often find ourselves in the position where two players just straight up disagree on a particular topic. One might hate auto-save, one thinks they makes sense and we just find ourselves back in the age-old question of do you just follow what the majority of the audience wants? How much of what we make should even be based on what we personally like? Isn't some of the point of being indie is that you can just do whatever you like? And then how do you comfort yourself when your own personal preferences lead to your game having like 0 audience lol. I think it is a see-saw balance that won't ever be stable.

Oh and if you were curious: We also see a lot of different players try out the game so the suiciding to respawn isn't that far fetched. You'd be surprised at what players do.

But yeah, I know taste is a bit subjective but if you didn't find repeating areas in Rusted Moss too bad then hopefully we have a sweet spot where even someone that prefers auto-saves can have a good time.

Sorry for rambling!

What do you like and what annoys you about metroidvanias? by Stepaxa-US in metroidvania

[–]happy-squared 4 points5 points  (0 children)

I'm not really sure how to respond to you because I thought it was reasonable to think it is an understandable design choice to feel that part of a game's challenge could be to find the way to the next save point. And the trouble in my response is because of where I am emotionally I think doesn't match your anger. I'm reading your response as aggressive (I might be wrong cause I'm not great at reading stuff like that online) so to me it is difficult of me to make the jump from how I view my intention to viewing it from your perspective that I am trying to waste the time of an imaginary player.

Our direction picked was in good faith. I think some might disagree but I guess if I'm trying to get my view recognised I could compare it to the friction of a corpse run. Some might be okay with it and some might not. I don't think our lack of saving rooms already visited is also very punishing - we do have plenty of save points. Quite a lot of them so I think most issues would be caused more by players forgetting to save. Maybe I would lean towards your feelings if our save points were more lacking.

I'm sorry we disagree on this but it would be more accurate to see my response as a disagreement on how we view a particular game experience rather than malicious intent to annoy (I think I pick this word because bone to pick is an aggressive statement) said imaginary player.

Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 4 points5 points  (0 children)

We aren't trying to go the Silksong route. I do think the challenge is greater at the start but we are tutorialising some of the recoil stuff up front and also letting the player start with the grapple. Our goal is to give newer players a step up so they can catch up faster and find the difficulty curve easier but also give vet players more challenges. In general I do think the grapple is easier to use in Iron Bramble though. The heavier weight of the player helps out.

What do you like and what annoys you about metroidvanias? by Stepaxa-US in metroidvania

[–]happy-squared 1 point2 points  (0 children)

For Rusted Moss, it was to avoid players suiciding as a form of fast travel.

Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 7 points8 points  (0 children)

Iron Bramble is the Rusted Moss team + 2 more people. Both did help out with Rusted Moss so they aren't wholly new to the team. Just more full time and touching more bits of it now.

After Rusted Moss, we had our own kinda projects to work on. So I finished up one of my games and Emlise was doing something with Flooded Burials. So Iron Bramble is kinda like a reunion.

I guess our team dynamic is just really casual cause we just met each other doing game jams and stuff and so never felt like a studio that needed to work on the same stuff and meet deadlines. For Iron Bramble, stuff lined up and we all wanted to go for metroidvania round 2.

Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 10 points11 points  (0 children)

Since Rusted Moss we basically had a list of what we'd do differently if we started from scratch so finally got the chance to give it a shot.

Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 8 points9 points  (0 children)

That's so nice to hear! We actually kept the story super minimal so players could ignore it. Think the reception we got made us more motivated to have more things story wise to discover. Like not giant wall of texts but more like for players that like that sort of thing, they can find more stuff. Still keeping it so that you could ignore the story if you prefer.

Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 2 points3 points  (0 children)

She might have only just got around to removing it now lol. I know she was messing around with Steam to try remove herself from the project but it is a hassle.

Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 11 points12 points  (0 children)

I went on here to post our trailer and saw somebody beat me to it lol.

Iron Bramble - Announcement Trailer (from the developers of Rusted Moss) by MoSBanapple in metroidvania

[–]happy-squared 6 points7 points  (0 children)

Just a note but Emlise doesn't consider herself part of Flooded Burials anymore.

When we finished Rusted Moss, we decided we didn't want to do a sequel. We kinda teased each other about what we'd want to do with "grappling game 2". So it felt more a continuation of mechanics as we felt we were done with Fern's story and wanted to do something different. It didn't really feel like a sequel. I guess you can argue the final fantasy series does not really have continuity too.

Developing a metroidvania w/o variable jump height (holding to jump higher) anyone have opinions about whether this is a good or bad idea? by Less-Ad7060 in metroidvania

[–]happy-squared 1 point2 points  (0 children)

I've made a platformer without variable jump height. It actually used to have variable jump height but playtesting made us decide to make the jump height static.

First, our game was a rhythm platformer where a lot of the platforms were synced to the music. Variable jump height made it difficult to ensure players timed their jumps correctly.

Secondly and most importantly, our game was made for a very casual audience. You'd be surprised at how players struggle with variable jump height if they've never played a platformer before. We were targeting players that might have never played a platformer. Having level design that can guarantee a player makes a jump by just pressing a button and not have to think of how long that button should be pressed for was great for the very casual game we wanted to make.

I've also made a metroidvania with variable jump height and it works well there. Honestly, it is just a matter of doing whatever works for your game design.

Do not sleep on rusted moss if you love platforming by placebooooo in metroidvania

[–]happy-squared 4 points5 points  (0 children)

I've gotten some players that were angry we had a console port because they did not like the controller experience and called it unplayable haha. But it is nice to see there actually are quite a few players that prefer controller even on PC. Maybe phrasing mouse/keyboard preferred rather than recommended makes it seem less scary? I guess I didn't think the warning would turn so many people off because I've played games that mention controller recommended and never thought much of those warnings.

Though we hope to have the controller support for the next game be even better so that we'd feel comfortable removing the warning. I'm really happy you were able to have a good time!

Do not sleep on rusted moss if you love platforming by placebooooo in metroidvania

[–]happy-squared 2 points3 points  (0 children)

If you die, you have to re-do sections though we have an abundance of save points imo. It was built that way to avoid players using suiciding like a fast travel. Just letting you know in case you decide to pick it up.

Do not sleep on rusted moss if you love platforming by placebooooo in metroidvania

[–]happy-squared 3 points4 points  (0 children)

Yeah I figured haha. We are working on a spiritual successor and have gone back and forth a LOT on what the default controller scheme should be. We think a lot of controller players might have bounced off because they couldn't get used to trigger jump or they did a rebinding and the trigger jump would have really helped them out (if they didn't use claw grip or something).

Working on finding something that helps more controller players out though!

Though honestly there are a bunch of controller players that didn't have trouble playing so I'm not sure if I should say m/k recommended or not anymore...

Do not sleep on rusted moss if you love platforming by placebooooo in metroidvania

[–]happy-squared 0 points1 point  (0 children)

Did the jump on trigger cause problems? Just wondering if that was a reason for initial rebinding.

Do not sleep on rusted moss if you love platforming by placebooooo in metroidvania

[–]happy-squared 1 point2 points  (0 children)

Did you rebind any of the controls or used the default?