pixeltroid
Member
most metroidvanias often make the player backtrack to a locked area after acquiring a key or item. this, I feel, makes good use of the open ended environment. but how much of it is too much?
in my project, there are times when the player needs to go through rooms A, B, C, D to go to room E. In room E he needs to do something that opens a locked area in room A. then he has to backtrack all the way from room E to A to access the newly unlocked area.
I felt it might be too tedious for the player, so I introduced teleporters so the hero teleports just near the newly unlocked area.
this makes me think: If I'm just going to have the player teleport to room A, why bother placing a locked area there? why not place the area after room E?
but if I did that, then I feel it defeats the purpose of having a complex, maze like, open world design intended to test the players memory.
I think I'm looking for a balance between having an open environment and not having the player backtrack too much.
in my project, there are times when the player needs to go through rooms A, B, C, D to go to room E. In room E he needs to do something that opens a locked area in room A. then he has to backtrack all the way from room E to A to access the newly unlocked area.
I felt it might be too tedious for the player, so I introduced teleporters so the hero teleports just near the newly unlocked area.
this makes me think: If I'm just going to have the player teleport to room A, why bother placing a locked area there? why not place the area after room E?
but if I did that, then I feel it defeats the purpose of having a complex, maze like, open world design intended to test the players memory.
I think I'm looking for a balance between having an open environment and not having the player backtrack too much.