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Insanely Twisted Shadow Planet

A Metroidvania-style exploration game set on an alien planet.

2 sources2 tips

Where Insanely Twisted Shadow Planet comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testThe World Design of Banjo-KazooieGcreator of Game Maker's Toolkit testHow to Make a Good 2D Camera
In short

Insanely Twisted Shadow Planet, a Metroidvania on an alien planet, shows two small design choices that reduce player confusion. Its scanner tells players whether they already own the ability an obstacle needs, so stuck players know whether to keep trying or look elsewhere. Its camera shifts toward checkpoints and puzzle zones. The sources give no numbers. Lesson: label blockers and guide attention.

At a glanceScanning an obstacle tells stuck players if they own the ability
  1. 1Meet an obstaclePlayer gets stuck in the way
  2. 2Scan itOne action on the obstacle
  3. 3See if you own the abilityScan shows whether you have the needed ability
  4. 4Keep trying or look elsewherePlayer knows the next move

From Game Maker's Toolkit on Insanely Twisted Shadow Planet

What was said about Insanely Twisted Shadow Planet

  • Players can scan an obstacle to see if they own the needed ability. Scanning an obstacle in Insanely Twisted Shadow Planet shows whether you already have the ability it needs. A stuck player then knows whether to keep trying or look elsewhere.

    Game Maker's Toolkit cites this as one way to label obstacles so players know which ability is required. Super Metroid takes the opposite approach and locks the door behind you.

  • The camera shifts toward checkpoints and puzzle zones to guide attention. Key areas such as checkpoints and puzzle zones have a sphere of influence. When the ship enters it, the camera sits at the average of the ship's position and the area's, so both stay on screen.

    The player is pointed toward what matters without any prompt. Mark Brown describes it as "framing both on screen and adeptly drawing the player's attention."

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