How To Fail At Metroidvanias

แชร์
ฝัง
  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 409

  • @iamthestoat
    @iamthestoat 7 หลายเดือนก่อน +1685

    after a few years of helping this little indie team called "team cherry" help develop "hollow knight silksong" i was just about to release it for the public but after watching this video i realized it needs a bit more tweaking, cya in 10 years

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +287

      glad I could help! ....or not help. ...one of those I guess. :)

    • @BarioIDL
      @BarioIDL 7 หลายเดือนก่อน +61

      @@Artindi you are helping, but backward

    • @scout1696
      @scout1696 7 หลายเดือนก่อน +48

      no, no... NOOOOOOOOOOOOOOOOOOO

    • @NickiRusin
      @NickiRusin 7 หลายเดือนก่อน +25

      why must you hurt me so

    • @danius_huganius
      @danius_huganius 7 หลายเดือนก่อน +3

      don't worry gerbo, this is for the better

  • @RealPolyCube
    @RealPolyCube 7 หลายเดือนก่อน +487

    guys you can always just add a key and a door to an already exisiting game

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +79

      Genius! IQ = 6 Billion!

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +27

      Doom is a metroidvania! Or at least a metroidvanialite...

    • @CheshireCad
      @CheshireCad 7 หลายเดือนก่อน +12

      Yes, but can you add... *several dozen* keys?

    • @mimicmey
      @mimicmey 7 หลายเดือนก่อน +5

      ​@@CheshireCad Bonus points if they're incredibly small amd hard to see if the game is in first person

  • @litera_cj
    @litera_cj 7 หลายเดือนก่อน +193

    Ahhh, at last, HERE is a decent chap who actually doesn't want his viewers to hurt themselves being creative. Thank you for your dedication to Safety First, sir.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +21

      it's because I care. :)

  • @artman40
    @artman40 7 หลายเดือนก่อน +232

    Glorified keys is indeed a good analogy: If you want to fail, make sure you don't do what Ori games do where you use your newfound abilities all the time because they're both useful and fun. Instead, make sure that, at most, your new abilities are only used to open or get past very specific extremely contextual spots (if even that). And yes, having an actual key as a "powerup" is guaranteed at making you closer to failing at metroidvanias, especially if it's used only in one area.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +39

      Yeah, half the times it's like they are just checking things they need off a list without actually thinking about how it contributes to the game as a whole. :)

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +30

      Make sure you have to manually equip whatever glorified key you want to use before actually using it, even though it serves no other purpose besides being a key. Yes, I have seen at least one game do this.

    • @almost_friday9745
      @almost_friday9745 7 หลายเดือนก่อน +8

      balan moment

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +5

      @@almost_friday9745 heh, never heard of that game; I was thinking of Monster Sanctuary!

    • @givlupi2686
      @givlupi2686 7 หลายเดือนก่อน +4

      @@EdKolisBlasphemous is a good game and even it does it, though it lets you equip three at a time and there aren't many of them.

  • @THExRISER
    @THExRISER 7 หลายเดือนก่อน +517

    0:34 Hollow Knight but the entire map is Deepnest.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +139

      Yes.... actually I don't know what deepnest is, but to make it seem like I really am in the know on all things game related I'm going to pretend I understand, even though I could probably just google it and find out really fast, and I honestly want to, but then sometimes I'm just to lazy.... So... yes, I couldn't agree more! :D

    • @NoomStuff
      @NoomStuff 7 หลายเดือนก่อน

      @@Artindidon’t google it actually, if you’ve never played hollow knight you should 100% give it a try. :)

    • @cresoma
      @cresoma 7 หลายเดือนก่อน +50

      1:12 or if the entire game played like the White Palace

    • @Dynaboom44
      @Dynaboom44 7 หลายเดือนก่อน +56

      @@Artindi Deepnest is a zone in Hollow knight filled with spiders ennemies, dark ambience , and is meant to be a maze filled with creepy things. In that case the layout of a maze is welcome because it gives you this feeling you're not welcome, it adds to the atmosphear. Though of course as usual when something is done correctly in a specific place with a specific purpose just extend it to everything. Like my perfection.

    • @legokirbymanchannel
      @legokirbymanchannel 7 หลายเดือนก่อน +13

      1:12 Hollow Knight, but every room is the Path of Pain.

  • @arkimedeez
    @arkimedeez 7 หลายเดือนก่อน +586

    As a metroidvania, I can confirm this is how my parents describe how I failed

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +55

      I'm sorry to hear that, I'm here for you... if you need to talk about it.

    • @alex.g7317
      @alex.g7317 7 หลายเดือนก่อน +5

      @@Artindibro just insulted him and now apologising 💀

    • @mgames3209
      @mgames3209 7 หลายเดือนก่อน +1

      So does that means your a mistake?

    • @arkimedeez
      @arkimedeez 7 หลายเดือนก่อน +1

      @@mgames3209 yes, but at least i wasnt an accident like you were

    • @mgames3209
      @mgames3209 7 หลายเดือนก่อน +1

      @@arkimedeez Dang

  • @artman40
    @artman40 7 หลายเดือนก่อน +66

    Another thing I forgot: If you don't want to make an useless ability or a glorified key, make sure that the new ability makes previous abilities obsolete, rather than complementing them.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +3

      this is a good point. :)

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +8

      Or even better, make it complementary, but make it difficult or even impossible to switch back to the old ability! Like in the original Metroid where you could carry the ice beam or the wave beam but not both, and to switch required backtracking.

    • @Master_Fortune
      @Master_Fortune 7 หลายเดือนก่อน +1

      So like gravity suit made varia suit obsolete?

    • @artman40
      @artman40 7 หลายเดือนก่อน +1

      @@Master_Fortune I didn't know you could re-equip varia suit after obtaining gravity suit.

    • @kenjutsukata1o1
      @kenjutsukata1o1 7 หลายเดือนก่อน +1

      @@Master_Fortune Gravity suit replaced Varia suit, so it was an upgrade not a second ability. Upgrades are different than making an old ability/item obsolete.

  • @CaptainCaramel
    @CaptainCaramel 7 หลายเดือนก่อน +500

    You forgot to add dashing

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +73

      ha, yeah, that probably would have been good. :)

    • @Leefree09
      @Leefree09 7 หลายเดือนก่อน +52

      With no invincibility frames because dodging attacks is hard so why even have a dodge.

    • @segadoeswhatnintendont
      @segadoeswhatnintendont 7 หลายเดือนก่อน +9

      Add dashing to every game

    • @mistery8363
      @mistery8363 7 หลายเดือนก่อน +2

      i don't get it

    • @bunnybudd5161
      @bunnybudd5161 7 หลายเดือนก่อน +13

      Dashing? You don't need that!
      You put time and effort into your single tileset! You want players to take in your nice scenery every time they walk by it. Adding dashing will make this impossible! Why would you want them to go through already explored areas faster when you could just let them experience the beauty?

  • @luminach
    @luminach 7 หลายเดือนก่อน +145

    As a side note, if you DO make a Metroidvania for the story you're so passionate about, absolutely do not use the environment and assets and game mechanics to creatively tell and immerse that story through nuanced environmental hints
    Gamers should ONLY like knowing the story through text only treasure items found in out of the way dead ends in the game. So go ahead. Take your thinly veiled Dark Souls Fanfic, break it up into several page long chapters and put them in treasure boxes. There you go, your metroidvania now has a compelling, rewarding story. IF you're willing to "Look for it!" and put all the pieces together!

    • @hunterlawrence3573
      @hunterlawrence3573 7 หลายเดือนก่อน +28

      And keep it in the extremes too! Don't put secret extra bits of story and lore hidden throughout that rewards the player for exploring, but still isn't necessary for understanding the main plot. Either hand everything to the player on a silver platter, minimal effort required, or make the player obsessively check every nook and cranny to have any hope of understanding your amazing, genius, masterpiece of a story.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +17

      A story can be so good in a game, it's main purpose is to communicate the objective of the game, but if you add story, might as well do your best to make it compelling and interesting. :)

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +2

      Wait this is basically Metroid Prime. Every piece of the story of the game besides what happens in gameplay and cutscenes is hidden away in random scannable logs and even enemies and bosses. And bosses and a handful of items from the first stage you only get one opportunity to scan.

    • @Chadius
      @Chadius 7 หลายเดือนก่อน +11

      No no, have the game grind to a halt while your NPC mission control tells you fire is hot and the magma caverns was built by Lord Flameo the Hotman because he likes heat and is guarding the ice gun that will cool down a superheated door to the Frosty Hills. The player couldn't figure that out without the game telling them directly!

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +2

      @@Chadius now I'm thinking of the Heat Miser and the Frost Miser

  • @qwertyman506
    @qwertyman506 7 หลายเดือนก่อน +32

    Definitely make your story super obscure, convoluted, and confusing! The theory crafters LOVE that. The less the player understands, the better

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +3

      I mean... I do enjoy good story theory sometimes. :)

    • @azuarc
      @azuarc 7 หลายเดือนก่อน

      I can't tell if you're talking about Hollow Knight or Afterimage or Ender Lilies or Blasphemous or...

    • @PacoReer
      @PacoReer 7 หลายเดือนก่อน +2

      Then people will give you publicity by making videos about it, because your game will 100% be famous!
      Also, remember to add ambiguous stuff that never gets resolved, like Pate and Creighton from Dark Souls 2, so some people make posts asking for an answer, and others make their own theories. Free exposition!

    • @massgunner4152
      @massgunner4152 7 หลายเดือนก่อน

      ​@@azuarcblasphemous story isn't confusing, just stupidly verbose.

    • @Garl_Vinland
      @Garl_Vinland 7 หลายเดือนก่อน +1

      Found the Mario lover.

  • @syrus2128
    @syrus2128 7 หลายเดือนก่อน +32

    I love this series SO much. Especially all the pieces to fail. As a game dev, I used to fail making games on my own. But now I have a complete recipe on how to fail each genre! Wonderful
    Keep up the good work!

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +7

      why fail at one genre, when you can fail at them all! :D

    • @syrus2128
      @syrus2128 7 หลายเดือนก่อน +1

      @@ArtindiI already failed at platformer, puzzle, story-driven, adventure and probably more I can't remember. I'm on the right track!

  • @Artindi
    @Artindi  7 หลายเดือนก่อน +83

    For all those who are coming down to the comments to say something like "But I play games just for the story!"... : I'm happy for you, stories in games are great. :)
    Also, please don't take everything I say so literally. ;)

    • @helix4267
      @helix4267 7 หลายเดือนก่อน +4

      I think the only game I played for the story was the last of us..
      Other than that I only care how fun it is to shoot things

    • @turbo8628
      @turbo8628 7 หลายเดือนก่อน +2

      Genuinely designing a platformer with the story being the main focus 😅 i love these videos

    • @vcdgamer
      @vcdgamer 7 หลายเดือนก่อน +5

      I naturally play games for the story, but if the gameplay is in no way "fun" or help guide the story forward in a way to actually let me enjoy it, I dip out.
      It's why I don't last long playing games like planet of Lana, but spent all day playing Iconoclasts.
      In the latter, the story is deep, but it's not in your face given the ton of action the game offers right off the bat.😅

    • @rokaslokusevicius3810
      @rokaslokusevicius3810 7 หลายเดือนก่อน +1

      I think this is the first time i saw a youtuber not pin their own comment

    • @turbo8628
      @turbo8628 7 หลายเดือนก่อน

      @@rokaslokusevicius3810 how to fail at youtube amirite 😏

  • @Egitheegg
    @Egitheegg 7 หลายเดือนก่อน +60

    27 seconds without sarcasm?!

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +15

      Gasp! ...ma bad.

  • @sirexilon49
    @sirexilon49 7 หลายเดือนก่อน +14

    "If it's fun, why bother?" - Reggie from Sega

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +3

      Good moto to live by... probably. :)

    • @sirexilon49
      @sirexilon49 7 หลายเดือนก่อน

      @@Artindi If you want to fail at living, then certainly.

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +1

      "My body was ready years ago. Now, not so much." -Reggie from Nintendo

  • @maltardraco9555
    @maltardraco9555 7 หลายเดือนก่อน +31

    Don't forget to add an extreme amount of backtracking for no reason other than to make the game take more than 2 hours to complete, we wouldn't want your game being refunded would we? While you're at it, make the bosses exceptionally unfair and hard to understand, and have the nearest save point be at least 5 rooms away from them.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +6

      nothing like running the same path 200 times will trying to figure out the first stage of a 5 stage boss. :)

    • @TheMamaluigi300
      @TheMamaluigi300 5 หลายเดือนก่อน

      Screw that, save points are overrated. So are hit points. And skippable cutscenes. You should be able to get hit once at the final boss and now have to wait through the drawn-out opening cutscene as you begin your trek through the entire game all over again.
      Then again, a very important tip: If you want to not scare the players away within the refund period, you actually have to *pretend to value the player’s time* for as long as the exits are unlocked.

  • @pickyphysicsstudent201
    @pickyphysicsstudent201 7 หลายเดือนก่อน +67

    I do hate that most Metriodvanias use the same stock set of power-ups. Extra jumps, door-opening missiles, morph ball, grapple hook, etc. I'm hungry for some new toys to play with. Axiom Verge had the ability to phase through single block walls, which was really cool.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +13

      I recently saw a Metroidvania that had some abilities that looked pretty trippy and creative, (I think it's free on Epic right now,) But it looked so appealing and refreshing.

    • @vcdgamer
      @vcdgamer 7 หลายเดือนก่อน +1

      I think I can help with that on Halloween.....👀👀

    • @KitsuneFaroe
      @KitsuneFaroe 7 หลายเดือนก่อน +1

      ​@@Artindiwich one?

    • @FowlLegacy
      @FowlLegacy 7 หลายเดือนก่อน +1

      @@KitsuneFaroe Islets

    • @AlfonsoSRT
      @AlfonsoSRT 7 หลายเดือนก่อน +3

      I mean, being very honest... Castlevania games are all pretty much "Double jump, very high jump, flying, sliding..." good thing everything else is great because holy crap are the abilities boring.

  • @ballom29
    @ballom29 7 หลายเดือนก่อน +7

    Or at the opposite, you might be scared your player might get lost in a poorly designed maze, or advance the story in the wrong order than you planned, so instead make sure to make your world as straightforward as possible with as little interconnectivity between region, to the point it could be a traditionnal linear game with just a bit of backtracking.
    I'm totally not talking about a game about a white glowing tree spirit where this was so well executed they've keep a similar level design into the sequel.

  • @thatchillasian8924
    @thatchillasian8924 7 หลายเดือนก่อน +21

    Be sure that your unlockable abilities don't have any other use besides unlocking the next area. Players hate when they're given a variety of tools that provide unique new ways to approach battles and exploration.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +6

      Yes, their only use is opening doors at that's it. :)

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน

      alternatively, create enemies and obstacles that can only be beaten through a *single*, specific, precisely executed combination of abilities; unique ways my ass! you *are* going to build muscle memory of that, or die. git gud, as the kids say.

  • @helix4267
    @helix4267 7 หลายเดือนก่อน +18

    3:39 please wake take your medicine your family is worried about you

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +2

      they aren't real... 0.0

  • @hunterlawrence3573
    @hunterlawrence3573 7 หลายเดือนก่อน +35

    I thought of what might be a funny way to restrict areas in an open world: Have an NPC standing guard call out to the player that they can't pass until the reach Level 14. If the player picks a dialogue option to ask them why, the NPC responds with answers like "Because the developer wants you to see other areas first" or "Because the developer can't think of an in-universe reason." It's silly and meta, but in the right type of game it might work really well.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +14

      yeah, as long as it fit's the rest of the games theme and feel, there are a lot of devs who try meta jokes that don't fit into the rest of the world and it lands really bad, but when done right, that joke could be pretty great. :)

    • @Mikewee777
      @Mikewee777 7 หลายเดือนก่อน +7

      " Imagine yourself climbing a latter because the game developers forgot to animate this scene " was some awkward dialog to listen to.

    • @kenjutsukata1o1
      @kenjutsukata1o1 7 หลายเดือนก่อน +6

      It's been done before, and unless the whole game is a comedy then it will just seem out of place and even more immersion breaking than an invisible wall. Self-aware humor is something I see way overused by indie devs, especially those who lack confidence. They're so worried that people will find their awkward blocked off path and get upset that they try to make it into something 'funny' and actually only make it worse.
      An invisible wall leaves the player going 'ugh' for a second or two and then they move on, an attempt at using meta-humor to sweep the invisible wall under the rug only draws attention to it and comes with a good chance to make the player MORE annoyed.

    • @bringthesalsa5310
      @bringthesalsa5310 2 หลายเดือนก่อน

      ​@@Mikewee777 Climbing the ladder would be *too expensive*. You have to *teleport* there instead.

  • @angeloslemon
    @angeloslemon 7 หลายเดือนก่อน +4

    These videos are actually pretty useful for annyonne trying to make a game, nnot only giving ideas, but also a sense of realism and mistakes to evade.

  • @SheonEver
    @SheonEver 6 หลายเดือนก่อน +2

    Modern indie metroidvania: 14 ways to go and 13 blocked paths.

  • @fumetsusozo
    @fumetsusozo 7 หลายเดือนก่อน +7

    It is true indie devs shouldn't assume their stories will be somehow special enough where nothing else will matter. But like all good media it is a balance of different parts working together forming a greater whole. Good stories & characters help give strong motivation to explore or do whatever, as good gameplay alone is not enough motivation for everybody out there despite what some gamers may argue. Personally I won't touch a game if it doesn't have fun characters I can get attached onto, especially as I am not the sort of gamer who prefers to self insert.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +1

      A great point! A story's most powerful contribution is giving the player motivation to achieve the objectives established by the game, and sometimes being the means by which the goal is communicated in the first place. A good story for sure has it's place in a good video game. :)

  • @IDOLL_Dev
    @IDOLL_Dev 7 หลายเดือนก่อน +4

    the artwork that comes up for "conceptualize things in a new way" is my new favorite thing ever :D

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +1

      seemed fitting. :)

  • @777omen
    @777omen 7 หลายเดือนก่อน +6

    1:29 - When a time traveler steps on a bug

    • @777omen
      @777omen 7 หลายเดือนก่อน

      Now do one that can have a caption of : "When a time traveller tells you that your kid works for BuzzFeed

  • @shardmaw
    @shardmaw 7 หลายเดือนก่อน +7

    Time to make a metroidvania with no story, linear progression, and precision platforming!

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน +3

      shouldn't the story be convoluted, cliched, pointless and have nothing to do with the actual gameplay, though? linear progression and precision platforming stay, of course.

  • @Rafael_Oiticica
    @Rafael_Oiticica 7 หลายเดือนก่อน +1

    Dude, this video is 100% amazing, truly well written, well edited, put humour and delivery at the right time and straight to the point. I really wish more videos today were just like that. Thank you dude!

  • @WalrusQuake
    @WalrusQuake 7 หลายเดือนก่อน +4

    Your content is concise, original, informative, and entertaining. It's a rare thing - I love these.

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +1

      Why thank you my good Walrus. :)

  • @EdKolis
    @EdKolis 7 หลายเดือนก่อน +16

    "You have to make your game exactly like Metroid" -what, are we doing roguelikes again? 😂

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +3

      Ha ha.

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +3

      Funny thing, there was a roguelite Super Metroid clone called A Robot Named Fight. Even the jumps felt exactly as floaty as Super Metroid.

  • @lardenfriund5639
    @lardenfriund5639 7 หลายเดือนก่อน +4

    Why are you telling us this? Any 2d indie game with pixelart is instantly a masterpiece, NO MATTER WHAT.

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน

      a hidden gem, as the saying goes.

  • @smokeback
    @smokeback 7 หลายเดือนก่อน +10

    Nice when metriodvania is one of my future games on my list to devlop

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +5

      I dedicate this episode to you. :)

  • @ambersandboyland6240
    @ambersandboyland6240 7 หลายเดือนก่อน

    This puts into context SOOOOOO many problems that I had while playing "9 Years of Shadow" but also why I'm so hyped for "Savior"

  • @Kain128
    @Kain128 7 หลายเดือนก่อน +3

    Also, even though it is called a "Metroidvania," what we really mean is "Actually It's Just Super Metroid Again And No Castlevania Whatsoever Oops."

  • @trollandroidx
    @trollandroidx 7 หลายเดือนก่อน +3

    1:08 idea so devilish that even you had to break character to say it's terrible 😂

  • @brolythelegendarysupersaiy7264
    @brolythelegendarysupersaiy7264 7 หลายเดือนก่อน +1

    My "dream game" is a metroidvania, and this helped reassure me a little that i'm at least kinda going in the right direction

  • @DaikoruArtwin
    @DaikoruArtwin 7 หลายเดือนก่อน +3

    Most Metroidvanias introduce a "double jump" ability fairly early... But funnily enough, one of the most popular Metroidvanias out there gives it out almost in end-game, so that the player plays with its own unique movement options to get through platforming sections.
    Also, I'd say the best metroidvanias I've played have more of a "setting" than a story. AKA, it's less of following your own story, and more of discovering the world around you and what happened to it. Both Hollow Knight and Ender Lilies are great examples of that.

  • @ollie5470
    @ollie5470 7 หลายเดือนก่อน +4

    I love this series; it's like the dummy's guide to video game genres on TH-cam!
    I was wondering if you'd be covering any of these game genres next:
    - Detective/Mystery
    - Dating Sim
    - Collectathon
    - Racing

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +4

      Most of them? I don't know about dating sim, I might as a joke, but otherwise the rest seem like they will eventually get an episode. :)

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน +1

      @@Artindi Wait, I thought this whole series was a joke!

  • @asdonaur3429
    @asdonaur3429 7 หลายเดือนก่อน +5

    what do you mean no one cares about my story its about a kid befriending demons and leaves a message about how killing is wrong its so original 😭😭😭

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน

      finally a story I can relate to! url to your kickstarter plox

  • @superapple2908
    @superapple2908 7 หลายเดือนก่อน +8

    This series is peak

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +2

      This comment is peak

  • @iexist1300
    @iexist1300 7 หลายเดือนก่อน +1

    Also, make sure all the areas and rooms are really hard to distinguish from each other. Having distinct environments for each area and having notable distinct features in alot of rooms will allow the player to navigate better, as they will be able to remember each section and know where it is.

  • @trueworldender5237
    @trueworldender5237 7 หลายเดือนก่อน

    2:38 This sequence is actually a really good breakdown of what exactly makes games fun

  • @darienb1127
    @darienb1127 6 หลายเดือนก่อน +2

    I've played a lot of Metroidvanias over the years, and the worst sin they can do (to me, at least) is have boring upgrades. You can still have standard upgrades like double jump, but mix it with some interesting upgrades, or just put a spin on the old ones. Why double jump when you can propel yourself like a rocket? Also, have upgrades that do more than just solve a single problem. An ability that lights up dark rooms could also be a damaging AOE around you. Make your ugrades multipurpose and interesting.

  • @bichaelafton
    @bichaelafton 6 หลายเดือนก่อน

    I like to watch these videos every once and a while to make sure I'm failing correctly at game design. Good study material.

  • @sebastianromero3393
    @sebastianromero3393 7 หลายเดือนก่อน

    The genius of the color palette and sprite joke is that it bas summarizes how it feels to play the first Metroid. I had to look up a guide to avoid breaking something.

  • @NeatGames
    @NeatGames 7 หลายเดือนก่อน +3

    My Metroidvania took this personally...

  • @RedstoNeman0
    @RedstoNeman0 7 หลายเดือนก่อน +2

    funny because a demo I participated on was basically all the good/opposite parts of that vid. tight interconnected areas for a small map, unique assets and behaviours for each of them, a few paragraphs of story and gameplay explanations in case someone cares, that was it.
    I swear some day I'll manage to work on it enough to make a team again

    • @Artindi
      @Artindi  7 หลายเดือนก่อน

      That would be pretty awesome! :D

  • @autumnblueberry
    @autumnblueberry 15 วันที่ผ่านมา

    With every How to Fail video I watch, I become more and more convinced that the Ori series is gaming perfection-the artstyle is gorgeous, the story is intriguing (and one of the only games to make me cry), the movement is _extremely_ fluid and satisfying, I'm always looking forward to unlocking the next area and abilities, and while there are some VERY difficult areas (looking at you, Ginso Tree Escape), it's always so satisfying when you finally make it through :D Plus, the sequel expands upon both the story and gameplay of the first game, making it new yet familiar
    If you want to succeed at making metroidvanias, play Ori and learn from it; if you want to fail at making metroidvanias, play Ori and do the exact opposite of what it does

  • @Palekingwilreturn
    @Palekingwilreturn 7 หลายเดือนก่อน +1

    Also make them extremly tunnel, like location 1 -> location 2 -> location 3.

  • @EdKolis
    @EdKolis 7 หลายเดือนก่อน +7

    I'm still surprised that Nintendo hasn't sued everyone who calls their game a metroidvania.

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน

      Nintendo is not the owner of Castlevania; just Metroid

    • @EdKolis
      @EdKolis 7 หลายเดือนก่อน

      @@realrealqbok I know

    • @alxdrksoul
      @alxdrksoul 3 หลายเดือนก่อน

      @@realrealqbok so can I call my company nintendovania? 🤔

  • @TheMamaluigi300
    @TheMamaluigi300 5 หลายเดือนก่อน +1

    3:04 “Also, you should be able to poop out one in about a week…”
    Hey, that’s great for game jams, at least!

  • @rlrihards948
    @rlrihards948 7 หลายเดือนก่อน

    This is a great advice. Instead of saying what to do and guiding by your tail.

  • @lostmarble540
    @lostmarble540 7 หลายเดือนก่อน +3

    If you do add fun upgrades in your game make sure they're only unlocked near the end, sprinkle a bunch of minor stat increases throughout the game to give players something to do and then let them have 30 minutes of cool gameplay before the credits roll.

  • @choucheneyoussef3281
    @choucheneyoussef3281 7 หลายเดือนก่อน +2

    love ur pixel art :c

  • @SMT-ks8yp
    @SMT-ks8yp 7 หลายเดือนก่อน +4

    2:24 to ruin a metroidvania story, make it tied to the exploration. Which means that you need to tell it through cryptic messages, item descriptions and random bits of lore said by the NPCs for no reason. Make your players work to make sense of anything but not after letting them to know that the work is going to pay off.

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน +1

      are you a developer for Blasphemous, by any chance?

  • @gotinha8129
    @gotinha8129 7 หลายเดือนก่อน +1

    Thanks, i can now sucsessly fail at my metroidvania.

  • @Agus-wp2cc
    @Agus-wp2cc 7 หลายเดือนก่อน

    I like the style of these videos! Sometimes I get a good laugh from them.

  • @boki6252
    @boki6252 7 หลายเดือนก่อน +1

    i think you were trying to tell me to make a precision platformer metroidvania, brb.

  • @gun8737
    @gun8737 7 หลายเดือนก่อน +3

    Also, dont bother with theme or anything. Just make it "space hero goes in an abandoned ship" or "medieval hero goes in castle". No metrovania that has strayed from this has ever gotten popular.

  • @daveloomis
    @daveloomis 7 หลายเดือนก่อน

    That wink was fire.

  • @ulkimion
    @ulkimion 7 หลายเดือนก่อน +2

    Exactly the one i wanted to find a week ago or so when i suscribed xD
    I'm gonna make one with a friend, and the scope of it feels like such a push and pull... i hope we manage to make a good one

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +2

      Good luck! It is a very doable genre for an indie dev!

  • @testeryz680
    @testeryz680 7 หลายเดือนก่อน

    You don’t even know what a game is, I don’t even know what a Metroidvania is and I’m thinking of making one. Totally the best.

  • @NickShvelidze
    @NickShvelidze 7 หลายเดือนก่อน

    Please wake up, we really miss you.

  • @hieveryonemynameiskermit4109
    @hieveryonemynameiskermit4109 7 หลายเดือนก่อน +2

    Video idea: how to fail at making fighting games

  • @Trayzentheinfinite
    @Trayzentheinfinite 7 หลายเดือนก่อน

    Dude I’m so starved for silksong the moment that you showed a good example of a map around the 45 second mark my brain went hollow knight

  • @turbo8628
    @turbo8628 7 หลายเดือนก่อน +2

    For the algae rythm!
    How to fail at;
    Character design
    Story telling

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +3

      There is already an episode on Story Telling, but it might be fun to do one on Character design, though this depends largely on the genre and theme, might be fun to think about still. :)

    • @cartoonkeeper
      @cartoonkeeper 7 หลายเดือนก่อน

      ​@@Artindi you may want to consider how to fail at vr games

  • @TheMamaluigi300
    @TheMamaluigi300 5 หลายเดือนก่อน

    Tip for metroidvania maps: either make them filled out all the way, including every single collectible you could find, making you question why you’re even here trying to find them all, or have zero map, no matter how complicated the maze is
    Speaking of the world, a balance of straight paths and open areas is not as good as a completely linear path through the entire game, or a world so open-ended that it has to be designed to be beaten without any items, making you question why you’re even here trying to find them all.

  • @Lazullien
    @Lazullien 7 หลายเดือนก่อน +2

    Remember not to add a map, it'll be more fun for the player to backtrack by memory

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน

      alternatively, as a way of rubbing it in, add a map, but make it gigantic, non-scrollable, always centered on player's location, and require player to constantly backtrack to the parts of the map that currently are three lengths of the monitor outside of the visible map area

  • @RandomizedYoutuber012
    @RandomizedYoutuber012 7 หลายเดือนก่อน +1

    I was waiting for this one
    Thanks!

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +2

      I made it just for you. :)

    • @RandomizedYoutuber012
      @RandomizedYoutuber012 7 หลายเดือนก่อน +1

      @@Artindi I appreciate it

  • @hazukichanx408
    @hazukichanx408 7 หลายเดือนก่อน +1

    Blasphemous almost succeeded at failing, but it accidentally had beautiful art and some interesting movement abilities - once you jump through the umpteen hidden hoops to finally, FINALLY acquire them, of course! You MUST prove your worth before your backtracking will ever, ever be worth it, and no they won't tell you where to go for what, or how important that one _freaking_ hairy egg quest is, you have to either just wiki it, or randomly search _the entire mazeworld,_ full as it is of death pits and sparse revival sites. Sequel's kinda guilty too.

    • @realrealqbok
      @realrealqbok 7 หลายเดือนก่อน

      it's the kind of game that playthrough videos were invented for

  • @TBDGames0
    @TBDGames0 7 หลายเดือนก่อน

    Great video, if you need an idea for the series how about cozy games.

  • @Axolot2705
    @Axolot2705 7 หลายเดือนก่อน

    YES I HAVE BEEN WAITING FOR THIS SINCE DAY ONE

  • @givlupi2686
    @givlupi2686 7 หลายเดือนก่อน +2

    Make sure your Metroidvania's story can be boiled down to "Once upon a time there was a kingdom, then the bad guy killed everyone, and you killed him". How will your players get attached to the characters if they aren't dead before you even start playing?

  • @DarkinBladeGaming
    @DarkinBladeGaming 7 หลายเดือนก่อน

    Gotta love the old "Dash --> Wall climb --> double jump --> call it a day" thought process that does the bare minimum and brings nothing new to the table

    • @mme.veronica735
      @mme.veronica735 7 หลายเดือนก่อน

      You described Hollowknight, excluding the stronger weapon (vengeful spirit), the lantern, and the special armour that let's you into an otherwise deadly environment (Isthma's Tear)

  • @progzyy
    @progzyy 7 หลายเดือนก่อน

    Would have been better to publish this one before the Metroidvania Month, but atleast there's still the Super Metroidvania Month haha
    Recommending you to check out the different themed jams
    Thanks for the video!

  • @dracosteven4524
    @dracosteven4524 7 หลายเดือนก่อน +2

    How to fail at Rhythm Games

  • @MarcosGameDev
    @MarcosGameDev 7 หลายเดือนก่อน

    Also please make sure that every upgrade works for one single purpose instead of making the upgrades mix and match with one another creating an experience that feels whole

  • @ENNEN420
    @ENNEN420 7 หลายเดือนก่อน

    Hollow Knight devs didn't see the "fail" part of the title and used this as a guide to game creation and thought it was good enough to push to 20-30hrs.

    • @MaclaySkeen-zz7px
      @MaclaySkeen-zz7px 4 หลายเดือนก่อน

      Thank you for being brave enough to say the truth

  • @Swagster1000-sy3ng
    @Swagster1000-sy3ng 7 หลายเดือนก่อน +1

    Epic. Please do an episode on failing developing fighting games?

    • @Artindi
      @Artindi  7 หลายเดือนก่อน

      There have been a few requests for this, but every time I put it in a poll there is always another genre that's more demanded. I'm sure eventually it will win. :)

  • @IllyasArt
    @IllyasArt วันที่ผ่านมา

    Oh, so the devs of Frontier Hunter: Erza's Wheel of Fortune watched this video before making their game :D
    (Before anyone asks, I played it for 30 hours, and got the extremelyish rare platinum trophy. Plus, the game gives up on cutscenes partway through the most part, and they just use AI generated art in very long cutscenes where one character talks on and on.)

  • @_thresh_
    @_thresh_ 7 หลายเดือนก่อน +1

    Great tutorial! Now I have exactly 0 more dollars and a few hours wasted!

  •  7 หลายเดือนก่อน +2

    Don't forget to give the player the item or ability to open a certain section the farthest point possible on the map without any way to fast travel, so that the player WILL have to cross the entire map to get to the new part. Essentially make a linear game where you have to walk back and forth to collect key items which are always placed conveniently on the opposite side of the map, because what is a metroidvania without backtracking right?

  • @skeleton-bullfrog
    @skeleton-bullfrog 7 หลายเดือนก่อน

    "Metroidvanias are not precision platformers" *Path of Pain would like to speak with you*

  • @Plexi.T
    @Plexi.T 6 หลายเดือนก่อน

    Terrible Gaming Advice. You don't know how LONG I've been waiting for a channel like this, lmao 😂.

  • @shairneshadowfell9879
    @shairneshadowfell9879 7 หลายเดือนก่อน

    this video makes me want to play hollow knight again with it being the opposite of everything you described

  • @robertwyatt3912
    @robertwyatt3912 7 หลายเดือนก่อน +1

    Actually I feel like a lot of Metroidvanias could do with being MORE like Metroid and castlevania.

  • @lelanddyke8386
    @lelanddyke8386 7 หลายเดือนก่อน +2

    so you're saying I SHOULDN'T make a celestroidvania

    • @Artindi
      @Artindi  7 หลายเดือนก่อน

      0.0 that name is surprisingly fitting. but yes, that is what I was saying. :)

    • @chickentechno3410
      @chickentechno3410 7 หลายเดือนก่อน

      Yes you can... celeste not precision, it is momentum platforming

  • @markerikson7423
    @markerikson7423 7 หลายเดือนก่อน

    Remember to make every ability as situational as possible

  • @skymound1463
    @skymound1463 7 หลายเดือนก่อน +1

    How to fail at making a city builder please !

  • @Rafix
    @Rafix 2 หลายเดือนก่อน

    nice vid!

    • @Artindi
      @Artindi  2 หลายเดือนก่อน

      nice comment!

  • @persona3rulez
    @persona3rulez 7 หลายเดือนก่อน +4

    I love how half of the "don'ts" applies to Hollow Knight, Shadow Complex and Ori - 3 of the most popular metroidvanias of 2010s

  • @mykeyboardismelting6856
    @mykeyboardismelting6856 7 หลายเดือนก่อน +2

    backtracking is essential to every good metroidvania; you wouldn't want to make the player feel as if they're set on a linear path. That's why you should put the next objective reaaaallly far back from where the player gets a new upgrade! Bonus points if the way to progress is not hinted at or obvious in any way (wouldn't want to ruin the player's sense of discovery, right?)

    • @eightcoins4401
      @eightcoins4401 7 หลายเดือนก่อน

      Does that make Pokemon Diamond/Pearl a Metroidvania just from how egregious of a test of patience getting the ability to run was?

  • @qasderfful
    @qasderfful 7 หลายเดือนก่อน

    There's a difference between "glorified keys" and metroidvania abilities.
    The difference is, a "key" is only applicable to certain kinds of "doors", and can't be used anywhere else or for anything else. While an ability can be used at player's discretion systemically, and is useful for avoiding obstacles as well as general traversal *and* combat.

  • @rompevuevitos222
    @rompevuevitos222 7 หลายเดือนก่อน

    Don't you love when a metroidvania makes an upgrade that is quite literally a key?
    "This item lets you open X coloured barriers, that's it"
    At least in Metroid, missiles and bombs where also weapons.

  • @bennettcarlson3974
    @bennettcarlson3974 6 หลายเดือนก่อน +1

    Also: if your metroidvainia is going to be compared to Hollow Knight in any way you better make DAMN sure that it is capable of liveing up to the hype ( Crowsworn and nine sols) or be cursed to be called an inferior copy (deviator and lotus knight)

  • @somehelluvafanboy8357
    @somehelluvafanboy8357 5 หลายเดือนก่อน

    0:48 basically the original Metroid

  • @sh3rbert
    @sh3rbert 7 หลายเดือนก่อน +2

    I sure hope a massively popular Metroidvonia won’t release and make every other indie want to release a metroidvania too :)

    • @Artindi
      @Artindi  7 หลายเดือนก่อน

      wouldn't be very good no. :/

  • @SillyArcade
    @SillyArcade 7 หลายเดือนก่อน

    The line between good advice and terrible tip is starting to blur... obviously not everything but it's interesting to note.

  • @Jikkuryuu
    @Jikkuryuu 7 หลายเดือนก่อน

    Obviously the whole video is great and helpful, but I particularly appreciated the bit about betraying the player's expectation for the genre. I'm not looking for quick-time-events in a 4x game, I'm not playing a visual novel for repetitive level-grinding, and I don't want to memorize trap locations and puzzle solutions to play a fighting game.
    Mixing it up is super cool, but not if it breaks the flow players came to the game to experience.

    • @Zapnl
      @Zapnl 7 หลายเดือนก่อน +2

      Warhammer Total War 2 ( a strategy game) had puzzles in it that could get you extra loot.
      Some of the puzzles were not playtested and contained failing logic.
      The proper solution to this was a mod that replaced the jpg of the puzzle, with one that contained the answer to the puzzle..
      I wholeheartedly have to agree with you, mixing types should be done with care.

  • @saturn379
    @saturn379 7 หลายเดือนก่อน +6

    i'd like to see someone follow these and make the worst game possible

    • @Artindi
      @Artindi  7 หลายเดือนก่อน +2

      0.0

  • @theneoreformationist
    @theneoreformationist 7 หลายเดือนก่อน +1

    If you really want to fail, make the upgrades literally just keys... that you use once on the other side of the map... to get another key back where you just were.