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 ):