A Metroidvania-style exploration game set on an alien planet.
Gcreator of Game Maker's Toolkit testThe World Design of Banjo-Kazooie
Gcreator of Game Maker's Toolkit testHow to Make a Good 2D CameraInsanely 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.
From Game Maker's Toolkit on 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."
It lets you scan an obstacle to see whether you already own the ability it needs. This makes stuck players certain whether to keep trying or look elsewhere.
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.
Key areas like checkpoints and puzzle zones have a sphere of influence. When the ship enters, the camera sits at the average of the ship and the area.
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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