- Oct 17, 2017
- 369
- 359
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.First up is the gif here, which is a new hazard I worked on this week. The visuals are still very much incomplete, but essentially it's a hazard that warps you back to a certain location (usually the beginning of the room) if you touch it.
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.Challenge rooms are never very long, and they're always for optional rewards.
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!