The atmosphere of our indie game in about 20 seconds:
#indiegame
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
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
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
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
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
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
And we've taken a pretty methodical & meticulous (mathematical, even!) approach to making sure that those goals are taken seriously







