- Jan 30, 2017
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I remember seeing this kind of thing in a JRPG - can't remember the name though - I played decades back. Completely blank room, no clues, essentially an invisible maze which teleported you to the start with one step in the wrong direction. I don't think I've seen it in a metroidvania though, so I'm looking forward to seeing how you're going to implement it, Anon.
Wouldn't be a Metroidvania without annoying optionals, I remember nearly snapping my controller in half out of pure frustration trying to get one of the optional upgrades in Shadow Complex on the 360. It actually one of the things I was wondering about not being in the earlier builds, but I figured it'll be there eventually once more of it was made.
I actually think its against the rules of Metroidvania to NOT have at least one challenge room that doesn't make you want to break your controller and throw it at the TV in utter annoyance of trying to crack it, only to have to restart it so many times you lose count!
Just for the record, these warp hazards will not be invisible - they will have a clear visual so you know where they are, and I'm going to try out having a visual representation of where they warp you to as well. If you've ever played Guacamelee, I recall some of their platforming challenges using the same concept of warping you back to the start if you touch a hazard, so you can try again right away. The intention behind the hazard isn't to be annoying or frustrating or anything of the sort, just to offer a way for me to design platforming challenges that can't be brute-forced by sacrificing HP to tank through hazards, because almost all of CPE's platforming challenges are like that right now.