2 comments on “Dev Corner – The Castlevania Influence

  1. Ah awesome. The downside of metroidvanias with frequent save points, is that there’s no real sense of loss when you die. It sounds like the balance you’re describing is something more akin to Simon’s Quest, where exploration was needed, but not the primary focus, and rpg elements were just that, not with grinding being fundamental to progress in the game.

  2. Yes! We often use Simon’s Quest as reference/inspiration, as in “let’s examine what works and improve upon what doesn’t.” There’s a spectrum of linear/non-linear areas in our game: the trick is not falling in a rut and making the action itself purposeful.

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