Can you break down a metroidvania into smaller games successfully?
I used Conradical method for breaking down games on a Metroidvania only to learn that it's not really breakable...
Making a Metroidvania in the Godot Engine is about to get easier:
You know me, I love a Metroidvania once in a while. In fact, I love them so much, I’d like to make them.
And here lies the trap.
When you think about it Metroidvanias are basically action platformers with a lot of linked levels, linked with many entrances. Smaller levels with less to do than in a typical platformer. This may sound like it’s easier, but when you think in terms of backtracking or unlocking secrets with new skills/items you realize how much these levels need to be polished. Which means little development work, and a lot of refinement, balancing, and redesigning entire rooms. And that means working on content and not on a system!
But then again, visual novels are exactly the same! A lot of content - character art, background art, story, and dialogue. Making the system is maybe a quarter of the entire work. The rest is pure artistic iteration. Not something I will suggest my younger self do on my first game. (who am I kidding… I’m still in the younger self stage of game making 😜)
Or maybe, wannabes should do a sweatshop simulator?
After all, simulators are all about systemic design, right?
Recommendations
Two interesting things straight from GDC (not sure what year).
The first one is about founding a successful games company.
Here’s a very interesting take on level design distilled to 10 commandments suggestions. Something to return to, one day.