how to make a game feel like a metroidvania without actually having any of the defining characteristics of a metroidvania
a masterclass in platformer puzzle level design that provides a single giant completely interconnected world filled with a wide variety of puzzles that all stem from a small, unchanging set of mechanics
shame this dev doesn't exist anymore ):
a masterclass in platformer puzzle level design that provides a single giant completely interconnected world filled with a wide variety of puzzles that all stem from a small, unchanging set of mechanics
shame this dev doesn't exist anymore ):
It's really hard to rate this. I initially opened and and closed it because it seemed boring. Although I find the mechanics pretty deep, the lack of tutorial is a double edged sword as you often don't know what you're doing. I liked it and got all the collectables, but some of the backtracking and puzzle prep got tedious near the end. The joy of discovery, however, was pretty cool when it happened.