Hey, hi everyone. We here at IronRaven decided to make a metroidvania, in the style of Dieselpunk and the 20s, art deco, art nouveau and so on. Tell me, what is the most important thing for you in metroidvanias, besides their appearance?

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Counter to this: Don’t cater to noobs.

Hollow Knight is one of the GOATs because it’s hard, but extremely fair. Learn the patterns, and any boss can be beaten hitless; explore properly, and any boss can be returned to rematch – after a death – from a bench in 1 to 2 screens (late game even has a teleport ability!).

MrScottyTay
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21d

There’s plenty of moments in hollow night where it can be way more than just 3 screens. Especially when you’re exploring places for the first time and doing know where the next bench will be (I felt like there was no way near enough benches too).

It’s what made me eventually drop the game. I didn’t find it hard, I just could not be arsed. Felt like a waste of time when I’ve got so many other games bI could be playing instead of playing the same 10-15 minutes of gameplay over and over again.

I love metroidvanias too. One of my favourite genres.

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11d

There’s plenty of moments in hollow night where it can be way more than just 3 screens

Name them. I’d be happy to counter.

MrScottyTay
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20h

I mean it happened to me a few times when exploring. I don’t know the names of the places. It was still kinda early on. I think the messy place I tried to enter was the mushroom place? And i kept dying in there then had to travel what felt like half of a full zone to get back there because i had yet to find a bench in there.

Then it would be a game I never touch; when there’s no other way to learn than by dying, your game has failed in my opinion. I shouldn’t have to beat my head against some pattern that I can’t discover through lore or elsewhere in the game. I’m in my 40s and used to game competitively in the early 2000s, FWIW.

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