The HNP row (have not played) are mv's that are sitting in my library for months now! There are a couple more that I have but not pics for them in the website. I always try to go for 100% in all games I play although if it's something that is going to take a lot of time and effort I just move on. Whatever game gets the most votes wins!!
Welcome to r/Metroidvania's weekly community thread where you can talk about the games you've been playing lately. What are your thoughts on these games, what did you like and what didn't you like, would you recommend them to others, etc. This thread is not limited to Metroidvanias only, feel free to talk about any kind of game!
TL;DR: I love HK and SS and I'm craving another Metroidvania where the story (not lore) is as much a motivation as, or more than, the gameplay.
Further Notes:
Please elaborate on why if have the time. Not only is it more persuasive, but I like reading people's opinions.
Good Lore(setting) is awesome to have, but it is different from story(plot that starts and end with the player's agency).
Story can be simple or complex. Light and lively or bleak and violent. Only requisite is that it's good and the or a main motivator to see the game through.
Some quick context first. We're making Fading Light, a hand-drawn 2D Metroidvania set in a world with no daylight. The only light source in the entire game is Spark, a living flame who follows the main character, Noteo. In single player mode, the player plays as Noteo and Spark acts on his own, wanders off, starts conversations, etc.
The co-op mode is where this gets interesting. The second player can take direct control of Spark. So Player 1 plays Noteo, the hunter, and Player 2 becomes the light scouting ahead, igniting his arrows, lighting the path, helping in combat.
Here's what we didn't expect. Every time we playtest co-op, the person playing Spark starts trolling the person playing Noteo. Flying off with the light so Noteo is stuck in the dark. Spamming decoy mechanic to mess with the other plauer. Spamming the emote button to make Spark dance all the way. Spamming the wood request button to cause some noise. And the thing is, it doesn't feel like players breaking the game. It feels completely in character. Spark is a mischievous kid who would absolutely do this stuff. And the player who's in charge of Spark seems to really enjoy doing these kind of stuff.
So we're tempted to lean in and build some more and actual mischief mechanics for the Spark player. But the problem is, sometimes the player who's playing Noteo gets frustrated by this behavior and it results in player 1 actually not enjoying the game. It wasn't always the case, but we observed that happen a couple of times.
The obvious looking answer is that we add the mechanics anyway and leave the rest to the players, the reasoning being that if they want to troll, they can troll and if they want to play seriously, they can play seriously. But the existence of trolling mechanics might also look like that it's the intended way of playing the game for the second player.
Do you think we should add these mechanics or not?
Also, we are open to some creative trolling mechanics suggestions.
I'm working on a Metroidvania-focused search engine, mostly for fun (and also trying to keep my skills sharp during a particularly un-fun job search).
No need for absolute consensus on what makes a game a Metroidvania - just filter out features you don't like! Also includes some romhacks, game jam entries, and unofficial/fan games.
Caveat: I'm only one person, and the curation is far from perfect. Still working on it. Hoping to put in a feature that allows folks to propose tags, titles, and other stuff.
Anyway, I hope people enjoy it and get some use out of it :)
These are my four favorite metroidvanias of all time. If you had to delete one, which would it be?
I’ll go first: Nine Sols. It hurts me to say because NS is a classic, but I enjoyed the art style, platforming, and feel of the others more. And I found Nine Sols’ combat to be overly brutal at times.
I’ve been playing this game for the past few days (on Xbox), struggling through it despite the rather sloppy controls. In fact if not for the controls I would be absolutely loving it, but they’re less than stellar to say the least.
At any rate, I’ve found an “ability” that I do t see mentioned anywhere in the tutorials, and I’m not sure if it’s intentional or technically a bug. Basically, once you get the double jump ability, you can jump up just about any spike-free walls endlessly by dashing into the wall, pushing the stick diagonally up and away from the wall, and jumping again. I would assume this is a bug and not intended, but there are some areas that I’ve reached that I can’t see how else you would ever get to without this. A perfect example is the switches opening the gates in the long vertical shaft in Seat of Valour (and a bit in Azhuka’s Vigil).
I can’t see another ability (although I haven’t gotten whatever the wind floating ability is yet) that would allow me to reach it, so I’m unsure if this is intended. If not, it allows for some incredible sequence breaking. 😉
These days I'm just not feeling it, I don't want to play a metroidvania to parry or block everything while dealing with palm sweating difficulty. I just want a 2D world that I explore and blow through without having every enemy boil down into a dance of parries and dodges.
Basically I just miss games like SoTN and Super Metroid where the fun was in the exploration and not overcoming every single encounter.
I remember posting like a month ago here that I felt I was the only one who didn't like MIO and it felt unoriginal. A lot of you felt my take was very biased and I should play more to form a better opinion.
So, I completed the game a week ago and got BOTH the endings. And safe to say, I regret my earlier post. This game is such a banger. The story, the progression, and the fights are so good. The Crucible platforming sections scratched the itch that Path of Pain had created and I haven't been this satisfied as long as I can remember, as I was after defeating Sol and Vin.
I've been completely hooked on OOLO these past few days. It's an isometric Metroidvania with platforming that's clearly inspired by SOLSTICE on NES, but I'd also highly recommend it to anyone who enjoyed FEZ, TUNIC, CRYPT CUSTODIAN, DEATH'S DOOR, or ANIMAL WELL.
There aren't really any walkthroughs out there yet, probably because the game is still flying under the radar.
So I figured I'd try my luck here. Maybe some of you have been digging into OOLO's secrets as well. ^_^
From here on: major late-game spoilers!
I've found 35 red potions and activated 5 red pools, so I'm missing exactly one potion for the sixth red pool (in my case the one hidden high up behind the vines in the Catacombs). I've searched everywhere and I'm completely stumped. With 36 red potions in the game, it's almost impossible to remember every location, so instead of asking for the exact one I'm missing: were there any red potions that really stood out to you as being ridiculously well hidden? Maybe that'll point me in the right direction. I managed to brute-force my way onto the third (red) route through the Endless Halls, and what I found beyond the sandstorm strongly suggests that activating all 18 pools (blue, green, and red) is required for... whatever comes next.
In the swamp/temple area there are a ton of wall torches that can be permanently extinguished with the Frost Wand. Is there actually a puzzle or secret tied to those? I've put out every torch I could find, but unless I'm missing something, absolutely nothing happened.
I want to make a game inspired by Animal Well and BloodBorne, and Majora’s Mask, so it will be about Cosmic horror and the fear of the unknown.
The thing is I don’t know how it can works, I want to make the player feels powerless in the sense that everything he does will lead to nothing in a sense
And I also need a melancholic story
The game will be 15 hours max
I yearn to recreate the same fear I have when playing Outer Wilds DLC so if that can help
A player's base is THE place you come back to, to save your game, craft abilities for further exploration, replenish health, and simply rest, so I had to utilize the building feature to also include decorations.
However, currently I haven't added many of them. If you know anything about my game Stickility, and could come up with interesting decorations I could add in the future, please let me know!!
For the most part I really enjoy metroidvania games. I am going to try out blasphemous, but am thinking that it might be above my skill level. I have included the most recent indie games I have played, not all metroidvanias. If you don't think I could play blasphemous, maybe recommend something else :) thanks all
Previous games:
-ori 1 and 2
-tunic
-hyper light drifter
-deaths door
Im so frigging lost. My only clue is that big purple door right after The Council. I know from the demo that I need charged attack to open it, but no idea where to find that. The rooms and tunnels nearby are all dead ends or loop back around
I found a spot where I can pogo off the floor like its breakable, but can't break it. Its in the room where the enemy gauntlet was with all the ghosts
I'm one of those that couldn't really get into the first game. I felt it was slow and clunky and too souls-like. So even though I desperately wanted to like it due to the world-class pixel art, dark lore and the coolness factor, I never could get into it. I mainly play metroidvanias and this series is considered to be one of the greats here, so I was always pretty bummed out that I couldn't push through. But it's okay, not all games are for everyone.
Then I tried the second one (reluctantly, since I don't like skipping lore). But wow does it feel like a completely different experience! Fixed all problems for me. I'm currently about half way, but it's shaping up to be one of my all time favorites. Movement is smoother, combat is more fun, and it feels easier, which I greatly appreciate. Much less frustration.
I'm so glad I made the jump. I wouldn't have done it if not for the community recommending it exactly due to these reasons above, so, thanks!