Team of 2 making the 2D Metroidvania: Ghost Hand 🎮Steam: https://xitter.cf/t.co/PhcIPhcyxR 🎧Discord: https://xitter.cf/t.co/JJGWbWqUFB

Joined September 2020
The atmosphere of our indie game in about 20 seconds: #indiegame
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One of our core philosophies is to make sure you always have control during combat and aren’t locked into long animations In the early days when experimenting with different combat systems, we flirted with the idea of air combos and rather lengthy specials
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Adding to that, setting up enemies to accommodate the limitations of being locked into long animations & air combos started to make everything feel kind of forced, in the sense that we had to give people permission to do certain cool things at specified intervals
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So in the end, we decided that our north star was to rarely, if ever, take away control from the player so that we could create a variety of challenging scenarios that could be solved with creative use of movement & combat tools
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Weaponize your movement = success against tough enemies
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Anyone who puts this much heart into something deserves to be recognized and rewarded for it Please give Dash'n'Drops a look. We know we will
First day with zero sales for Dash'n'Drops. I'm devastated, I can't deny it. I know I'm not doing enough, not communicating enough about my game, and that, after all, there are other passion projects that sell even less.
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Different Metroid maps through the years have had unique features that resulted in different game experiences So let’s talk about how we incorporated some of those features into our game's map with a unique approach to map design
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All of these techniques/tricks we use to some degree in our map to create certain feelings and even pace progression. Obviously there’s a lot to cover.. This is all just a quick overview, but I’ll be talking more about map design in the future, so stay tuned
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Don't read below if you want to guess what each map is on your own, but: Chozo Ruins Brinstar Area 2
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Metroid Dread is a big reason for our unique approach to map design With Ravenous announced, seems like a good time to talk some more about our map design philosophy
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And we've taken a pretty methodical & meticulous (mathematical, even!) approach to making sure that those goals are taken seriously
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btw, since it's been pointed out a few times that folks wanted some details on our issues with Dread's map. Too much to get into here our map designer has made a few YT vids on the topic His channel name is Vermanubis
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