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Nahlásit problém s překladem
I'm currently working on a "metroidvania"-style game. But the world is designed more like the original Legend of Zelda, with a somewhat non-linear structure (the first 3 "dungeons" can be tackled in any order).
I've eased the backtracking problem a bit by making multiple paths to just about any part of the overworld, and by having the overworld itself not be overwhelmingly large.
So far it "feels" good to explore, but this is definitely a more challenging problem than it seems from the outset.
For example:
http://tuxnes.sourceforge.net/snaps/zelda-snap-0002.gif
It's subtly an arrow pointing right
In some cases, scaling up your adversaries could also provide some level of new interest (and also reenforce that the player is where they're meant to be), but you lose that sense of gained power somewhat in the process, so that one's really situational.
Jump Extenders: Bonus height, double jump, floaty jumps, spring pads, grapple hooks
Speed/Mobility Extenders: Bonus distance, breakable terrains, speed gates, intentional wall clipping, attack/laser dodging
Combat Extenders: Ammunition and weapons, hitter of weakpoints, explosives for terrain
There's a lot of niche options though... such as wall climbing/grappling, anti-gravity, the ability to create blocks, ability to freeze enemies to stand, esoteric terrain modifiers like rafts/ladders/lava suits, (anti)gravity wells, and maybe even xray vision
However, having meaningful design when using any combination of abilities is the hardest part of making a Metroidvania