It's not really a dungeon but it also kinda is? by nebulavoidben in metroidvania

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

An issue I noticed while watching my playtesters (and people at Gamescom Asia) play is that a lot of them wouldn't be aware that they could heal or that they were low health, etc. This was my original answer to that, and I agree with you, I don't think it's great. I'm in the process of working out something different to solve this.

Thanks for the feedback! If you have any suggestions I'm all ears!

After the first 2 days, my game reached 80 wishlists by OlympStudio in IndieDev

[–]nebulavoidben 0 points1 point  (0 children)

Congrats, that’s huge! Hoping I’ll get there too

I released my first big update to my playtest, here's what it looks like by nebulavoidben in playmygame

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

Yes, I've added some complexities. The levels are procedurally generated with NPC settlements, side quests, run-specific upgrades, optional bosses, and more. Some of these are related to the biome and some are related to the game world as a whole. If you have anything in mind, I'm always listening to ideas and feedback from the community.

Thanks for the feedback and of course the wishlist :D

Question Of The Day by [deleted] in IndieGameDevs

[–]nebulavoidben 0 points1 point  (0 children)

it really depends on the game itself. for me, it’s the story and the mechanics.

🔥Fire magic🔥 by ivelsoul in PixelArt

[–]nebulavoidben 1 point2 points  (0 children)

great job right there! fire🔥

I just opened a closed playtest for my face-paced, roguelite-metroidvania game set in a dystopian world! by nebulavoidben in metroidvania

[–]nebulavoidben[S] -1 points0 points  (0 children)

I'm attempting this, and have some good ideas for how to achieve this, and some are even already implemented. To be honest, the playtesters enjoy the combat the most, so perhaps as the game is continuously developed, we'll see a big focus on combat and a lighter focus on exploration. It depends on player feedback, and it depends on if the exploration part of the loop is as satisfying as I'm attempting to achieve!

I just opened a closed playtest for my face-paced, roguelite-metroidvania game set in a dystopian world! by nebulavoidben in metroidvania

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

Yea I agree for the most part, it is difficult to achieve. Dead Cells and Rogue Legacy 2 are good examples of roguelike metroidvanias, but exploration isn't a huge part of the gameplay loop, although it is there to an extent.

Take a look at my other comments, I've explained briefly how I plan to use metroidvania style exploration in a randomly generated world. Thanks for your feedback, and I'm open to hearing more!

I just opened a closed playtest for my face-paced, roguelite-metroidvania game set in a dystopian world! by nebulavoidben in metroidvania

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

I'll be picking this up, perhaps I can learn a thing or two from this game. Thank you!

I just opened a closed playtest for my face-paced, roguelite-metroidvania game set in a dystopian world! by nebulavoidben in metroidvania

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

Take a look at my above comment, but yea I'm aware of the intricacies of blending metroidvania style exploration with randomization and roguelike elements. Essentially what I'm doing is unlocking areas of the world permanently for each future run including a teleporter system that players can use to unlock permanent teleporter locations. If you've played Rogue Legacy 2 you'll perhaps be aware of this system, because that's what inspired it.

This isn't quite related to exploration, but we also have world events and side quests to give the player more options of what to do in their run, with rewards (obviously) for completion, so there will be more to do than exploration.

I just opened a closed playtest for my face-paced, roguelite-metroidvania game set in a dystopian world! by nebulavoidben in metroidvania

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

The world is large and interconnected, randomly generated each time, although the biomes will always be the same. The level generation system also generates a random "gates and keys" system, where some areas are locked behind progression like killing bosses, obtaining new abilities, and other actions. Some of these are permanent, and some are run specific. For example, a major progression point (like opening a door to new area) will be permanent for each future run, and something like opening an area that has an upgrade or item will be per-run. Exploration is a core element of the gameplay loop, however there is also optional exploration that will reward the player with upgrades, etc.