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iPad: Metroidvania

06-01-2011, 09:08 PM
#1
Joined: Feb 2010
Posts: 385
Metroidvania

ok, some of you have been asking for Metroidvania games. i finally got the Itch and decided after my Current project is complete, i will begin on a HUGE massively huge metroidvania game.

Currently i have written over 500 weapons. 15 weapon types. tons of armor / weapon combinations, 9 Transformations, 20 different spells.

Mysterious relics for added replay value. Multiple "castles" if you will.

i dont wanna give away TOO much.. but you can explore to the depths of hell and all the way up into heaven.

i have some pretty insane pixel artists and other types of artists involved so its going to look similar to castlevania symphony of the night. except much larger.

i also have a pretty Popular DJ in the Seattle area doing most of the soundtrack.

so at this time if theres anything you want to see in the DEFINITIVE metroidvania game for the Ipad im all ears.

gimmie everything you could possibly want. this is the Wishlist thread and i will be taking everything to heart.
06-01-2011, 10:34 PM
#2
I have played some of the metroid games but have not been able to play any of the castlevania games and I have to say that I am looking forward to seeing this one when it is done. If I had one thing to ask is for a multiplayer co-op story mode of some sort. I don't think any metroidvania style game has done that. Anyway if you could do that it would be awesome.

06-01-2011, 11:44 PM
#3
Like someone said in the previous thread, movement is a must. If moving doesn't feel "right," then the whole game is fighting a losing battle. Focus on it. Redo it. Do it more times after that.

Beyond that, SotN is the holy grail for me. Beautiful mix of movement and combat, unique enemies in every room, an engaging storyline, tons of secret passages and other secrets, an entire half of the game you could simply skip/miss, gorgeous graphics...
06-02-2011, 02:07 AM
#4
Joined: Feb 2010
Posts: 385
Quote:
Originally Posted by Prophecy07 View Post
Like someone said in the previous thread, movement is a must. If moving doesn't feel "right," then the whole game is fighting a losing battle. Focus on it. Redo it. Do it more times after that.

Beyond that, SotN is the holy grail for me. Beautiful mix of movement and combat, unique enemies in every room, an engaging storyline, tons of secret passages and other secrets, an entire half of the game you could simply skip/miss, gorgeous graphics...
ya, its an amazing undertaking, thats why i want to do it.. i doubt anyone else could get it right.

i cant do a multiplayer / co op mode because the technology im using limits me. so thats going to have to come at a much later date.

but as far as "movement" is concerned i will get it right. i make everything as i want to play it. and any TINY detail that would irritate me i'd fix. from menus to small graphic things.. to translating errors or particle effects etc.
06-03-2011, 06:16 PM
#5
Joined: Sep 2009
Location: Midwest
Posts: 42
I'd definitely like to have enemies worth exp, letting the main character gradually level up.

And I LOVE the castlevania games where each enemy has a (variably) rare drop that gives powers/weapons.

Why not blatantly rip 'em off and have an active weapon/skill slot or two, and a passive slot (or two) - letting the player mix and match for different situations. The best weapons/skills could be rare drops...

Other than that, the map is always important and useful, should be quick to bring up and to dismiss. And of course, like stated above, fluid movement is the most important of all. =). Really wish you well, and looking forward to it.
06-03-2011, 08:23 PM
#6
Joined: Feb 2010
Posts: 385
the game is going to be relatively close to Sotn.

there are going to be tons of items, dual item equips as well as armor and such. i want it to be quite a bit larger than Sotn, but i might have to expand it with IAP sections. im not sure yet.

this isnt something thats going to be done tomorrow.. its gonna take a while to develop this and get it right.
06-03-2011, 08:30 PM
#7
Joined: Mar 2009
Posts: 823
No IAP weapons/armor/consumables. You want us to buy expansions/levels, fine and understandable, you want us to buy stuff that will effect the way we play the game, not a fan.

plus+: Collokey
"Words/Chess With Friends": Collokey
06-03-2011, 08:57 PM
#8
Joined: Jan 2011
Location: Right behind you, with the machete raised
Posts: 269
Any chance of this coming to the iphone?

In Soviet Russia, whenever anyone mentions Twilight, they are brutally PWNED by Simon Belmont... wait, that happens everywhere.
06-04-2011, 11:58 AM
#9
Joined: Feb 2010
Posts: 385
Quote:
Originally Posted by magihiro View Post
No IAP weapons/armor/consumables. You want us to buy expansions/levels, fine and understandable, you want us to buy stuff that will effect the way we play the game, not a fan.
i have no intention of making IAP weapons or anything that someone can basically Power their way through content. the only IAP will be Areas and possibly an IAP character.

and as for coming to the iphone... i doubt it.. im making this specifically for the ipad.

i may be able to do an iphone version but the ipad version is probably going to come first.

im finishing up another game and dealing with some Artists level drawing atm. gotta make sure it looks good as well as plays good.

some people have donated money to the cause and that helps. so if you feel like the idea please help the cause! every penny helps get this done that much faster.

and feel free to give me more ideas while this is still in the idea stages.
06-04-2011, 12:39 PM
#10
Joined: Jan 2011
Location: Right behind you, with the machete raised
Posts: 269
Thanks for the feedback on this forum. It's always awesome when a dev interacts with his audience, that shows dedication and caring about his product.

1. Don't make it too easy. Obne of the very few falws of Symphony of the night was that it was designed so that anyone could go through, and for us old-school castlevania gamers, that was a bit dissappointing.

2. Make sure to include good boss battles. A key part of playing these, such as Metroid Fusion or Aria of Sorrow, for me was looking forward to seeing what big evil the game would throw at me next. Please don't make bosses just larger versions of enemies.

3. Any chance of having some sort of magic system. Looking at the Gameboy Advance Castlevanias, some of the best metroivanias out there, each of them had a magic system that allowed for a wide variety of powers, such as the spell fusion system in Harmony of Dissonance.

4. Have a good surprise or two in it. (upside-down castle)

5. NO motion controls. Those will not work in a metroivania.

6. Have fun making it, and keep talking to the fans. If this is good, I promise I'll buy an iPad just for this game.

In Soviet Russia, whenever anyone mentions Twilight, they are brutally PWNED by Simon Belmont... wait, that happens everywhere.