Shared July 31, 2018
Making a Metroidvania is an enormous design challenge. How do you let a player loose in an interconnected world, without them becoming lost or frustrated?
In this series, I'll be looking at key Metroid titles, and games inspired by the franchise, to see how this type of world is structured. Starting with Metroid 1, and its 2004 remake Metroid Zero Mission.
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The History of Castlevania World Records
METROID: ZERO MISSION - Alpha and Omega | GEEK CRITIQUE
The World Design of Castlevania: Symphony of the Night | Boss Keys
How Metroid Fusion Creates Fear
Three Other Approaches to Turn Timers | GMTK Extra
Bad Game Design - Donkey Kong 64
A look through the Items from Metroid
Pac-Man | Design Icons
How Cuphead's Bosses (Try to) Kill You | Game Maker's Toolkit
Don't Forget Metroid Fusion - A Retrospective
Bad Game Design - (Some) NES Games
Super Metroid's Creepy Wrecked Ship
The World Design of Metroid Prime | Boss Keys
The Legend of Zelda: The Minish Cap's dungeon design | Boss Keys
The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys
How Super Metroid Gets It Right
The Legend of Zelda: Phantom Hourglass and Spirit Tracks' dungeon design | Boss Keys
How AM2R and Samus Returns remade Metroid 2 | Game Maker's Toolkit