this post was submitted on 07 May 2025
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Hey, hi everyone. We here at IronRaven decided to make a metroidvania, in the style of Dieselpunk and the 20s, art deco, art nouveau and so on. Tell me, what is the most important thing for you in metroidvanias, besides their appearance?

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[–] Maestro@fedia.io 11 points 6 days ago (11 children)

Don't make dying harder than it has to. I really hate the mechanic in Hollow Knight where you had to go back to the place you died and battle your shade. It's extremely punishing and unfun (for me). Compare that with Ori where, when you die, there is no extra penalty and the reload is almost instant, so you immediately get to go again. It keeps me in the flow.

For that same reason, bosses should only have a grand entrance, cut scene, etc once. When I die and go again I want to immediately fight him, I don't want to have to sit through the same scene 30 times just because I suck. Not even if it's just 5 seconds long. So, second time make sure the boss is spawned and waiting.

[–] mister_newbie@sh.itjust.works -3 points 6 days ago (9 children)

Counter to this: Don't cater to noobs.

Hollow Knight is one of the GOATs because it's hard, but extremely fair. Learn the patterns, and any boss can be beaten hitless; explore properly, and any boss can be returned to rematch -- after a death -- from a bench in 1 to 2 screens (late game even has a teleport ability!).

[–] Haosima@lemm.ee 1 points 3 days ago

Honestly - we don't want to please more casual players unless it's part of balancing difficult moments. For example, considering the speed of combat, one of our refs is Laika: Aged Through Blood. But ours is still slower, so there will be features of classic metroidvanias in the mix. Simply because the player will have a gun in his hands. In the future - with various improvements

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