It requires a lot of testing and alterations. For instance, trying to guess what the player is going to do on every frame. We have a lot of weapons and types of attacks, which can make it hard to calibrate the inputs. For me, making a solid jump is always something that is difficult to do. What was the most challenging thing to perfect when developing Elderand?Ī: I would say developing the player's movement. Q: These kinds of games demand finely-tuned mechanics in order to create a satisfying gaming experience. But there needs to be steady progression so that the difficulty doesn’t rise too quickly or that your journey is a cakewalk. I love when Metroidvanias give you the opportunity to get so strong that you can become a god at the game’s end. After all, you’re going to spend a lot of time interacting with the controls during play. The combat has to be engaging, funny and juicy. The controls for the players need to feel great. The world needs to be carefully orchestrated to deliver the best experience possible to the player. Q: What gameplay elements do you feel are most important for a good Metroidvania?Ī: Exploration for sure.
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