Considering a bunch of anonymous feedback I received today, I’ve come to realise very much that what I perceived as the expectations of my game were indeed correct.
I keep saying, in a few places, that you’re not supposed to expect Metroid from this game. It’s completely understandable to do so, however, given its fundamental presentation clearly being based in it! There were some repeated things like “there should be more items, pickups and trinkets” and “you should add more non-linear elements”, both of which I set out to not do from the start, and won’t really submit to now. But the surprise at the game’s nature to stop and make you think for quite a bunch of execution-based puzzles seems like another big complaint.
I’m not going to write that off, because if they’re not fun, or hinder the game, or feel like obstacles to “the fun parts”, that’s a big worry. But some of it also seems to stem from expectation, with some comments outright being “this isn’t what should be in a Metroidvania”, which actually kind of bothers me. I’m just making a game, not a template. So this video is to, hopefully, publically set the tone of the game’s general design, so I feel I’ve told you guys better what it is. I will still tone it down, and change some parts to perhaps not be mandatory, but mainly I just want to be honest. I don’t want to feel I tricked people into expecting a Super Metroid homage, because it isn’t.
It’s linear, and it expects you to use a limited numbers of dynamic mechanics to progress forward through 2D space, quite often not “killing” anything. It’s meant to challenge. I just hope it ends up a fun challenge. <3