![]() ![]() But your ship is doomed to sink and you have washed ashore with little more than the soaked clothes on your back. You are an enigmatic mercenary, contracted to stem the tide of evil wrought by the cult of Sserthis. While it doesn’t break new ground in the genre, it follows the formula solidly and ultimately provides an enjoyable experience. ![]() Published by Graffiti Games, Elderand by Mantra and Sinergia Games is a pixel-art Metroidvania platformer/RPG that pits you against gruesome Lovecraft-inspired foes and terrifying bosses. ![]() These suggestions are simply my vision for a new Metroidvania game, built on the lessons we learned from creating Elderand.Titles like Blasphemous and Dead Cells brought the brutal challenge of the Souls series to the realm of Metroivania and proved to be quite the hit. Elderand would not have been possible without the tireless efforts of our entire team, and I am grateful for their dedication and hard work. The game's director, Will Fernandes, did a wonderful job not only directing the game but also leading the team. While I've outlined the changes I would make if I were to develop another Metroidvania game, I want to be clear that I am extremely proud of the outcome of Elderand. By providing players with the opportunity to contribute to the game's lore and story, I could create a sense of ownership and investment in the game, leading to a more passionate and engaged player base. This would require careful management to ensure that the story remains coherent and localized properly, but it could create a more engaging and immersive experience for players. In my next game, I would go a step further and allow the community to contribute to the story creation process. By making weapons and rings more distinct and improving their synergies, players could discover new combinations that create exciting gameplay moments.Ĭollaborative Story Making: In Elderand, the story was told through scrolls scattered throughout the game. In my next game, I would prioritize this aspect to make sure that players have plenty of opportunities to explore different playstyles and make each playthrough feel unique. Improved Synergy between Weapons and Rings: In Elderand, there was room for more synergy between weapons and rings to create memorable "Eureka!" moments for players. This would enable players to experience the game in a new way and provide a fresh challenge for more experienced players. One idea I would consider is a system like that in Slay the Spire, where the difficulty increases with each level. New Game Modes: While Elderand had a solid main game mode, I believe that adding new game modes would enhance the player experience and increase replayability. This approach would enable me to build a community of testers and players early on, enabling me to gather feedback and improve the game before release. In my next game, I would prioritize community building from the beginning by creating an open demo on platforms like itch.io and regularly posting devlogs to keep players engaged and informed. By iterating quickly and trying out various approaches, I could create a design hook that truly stands out in a crowded market.Ĭommunity Building from Day 0: One of the challenges we faced with Elderand was building a community around the game after development had already begun. To achieve this, I would reference sources outside of the genre and experiment with wild ideas like parkour-oriented combat or developing a node system for weapons. ![]() However, in retrospect, I feel that the twist on the genre was too timid, and I would take a more adventurous approach in my next game. Stronger Design Hook: In Elderand, we took a fairly conservative approach to the main design hook of the game by incorporating a variety of weapons and Dark Souls-inspired combat. If I were to create another game in the same genre as Elderand, here are 5 things I would do differently: ![]()
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