Well I'm currently started my first game on gb studio to get a hang on things and then I'ma move to unity after. I am pretty good at drawing so I will be making majority of my assets.
I also think it's important to think about how the player's future abilities will work in each area. It's so satisfying to revisit an area with your new tricks and fly through everything in a matter of seconds.
You should really know most, of not all of your abilities and what they do FIRST AND FOREMOST in a metroidvaina. That way you can know what feels good to use and can give your abilities time to shine and I don't mean like how they did it in bloodstained where they only work when allowed in specific places.... Edit: looks like i just accidentally reposted what he said in step 3. Just as I posted that I got to that part in the video. 😄
@@Goodgis I have a question about that. I’m thinking about making a mega man zero mission-style metroidvania, but now I’m not so sure anymore. At first, my protagonist was gonna learn new elements for magic, such as fire, ice, wind, earth; the usual elements you see in other games. But I don’t want to make this meek character overpowered like the Avatar so I limit the elements to wind and lightning. But then what will they earn from defeating bosses?
Funfact: there is actually a "cheese mine". In Austria, near the city Weiz (Styria), there is a place where they make cheese in an abandoned silver mine, because of the constant temperature in the shafts. And they call it Mine Cheese
My tip is harder to do for 2d games, but not impossible, but works really well for 3d games. Each level (really each room) should have a focal point. Something noticeable, large, flashy, or interesting where the player can orient themselves around and remember if you come back to it later. It really helps to create the flow of the map if you are focusing on a point, or three.
@@Goodgis Eventually, that can be a cool goal to work on, and Godot doesn't make it any harder to add such feature :) (I use Godot too, and unfortunately, I never finished the game I was working on that was supposed to have player-made levels, so, you know...)
I am making a metroidvania game mixed with a rougelite style game and this honestly helped me get unstuck!! thanks!! (also cant wait for dewdrop dynasty to be done!!!!!)
That sounds so interesting! How does it work? Is it a roguelike where you play a randomly generated metroidvania or a metroidvania which is also a roguelike? Pls answer, this sounds so great. A combination of the 2 best genres
Was thinking about something similar. I was indecided. Should I make a randomly generated metoridvenia or a metroidvenia that u will restart everytine u die? Ended givin the idea up AHAHAH
Thank you for the tips! I've been stalling my own world building but I'm feeling motivated now. I really like the idea of creating the map layout first.
I started watching your videos a few days ago. Really cool content man! Your story is really inspiring! We are about the same age and we have pretty much the same background story! :D Is Godot your weapon of choice in the end? Btw, please, don't give up anymore! I believe in you!
Love the idea of blocking out all the rooms in rough form first, then laying out all items so you can see the critical path. Super helpful. Keep it up!!
Brand new to the indie game dev dream and platform levels are by far way harder than I ever thought they’d be, love these videos they are such a great help and inspiration.
When I was still contributing to the Metroidvania Game Jam, I did exactly this. Having the Map Laid out beforehand in an abstract way really sparks your imagination! We had a pretty bland level going on and wanted to introduce a Water Area. I decided to go with a Pipe System that runs below the facility that leads to a Tank where you fight a boss. Cool so I made a set of rooms below the lowest floor and saw we had a testing facility room near that. Ofc. it made so much sense all of a sudden. The boss escaped the testing facility room at some point (since it was a month long game jam game I had to design it with people in mind that don't have endless time of getting lost) after you obtained the upgrade. So the environment of showing that boss in his pseudo fishtank of sorts completely changed and in order to not flood the facility with acid you have to hunt it down. All of this wouldn't have been so effortless to come up with if I didn't have the Map beforehand.
Im working on a project and i got stuck on how im going to build the map. your skeletal description/tip, gave me the much needed breakthrough, thank you so much for this!
I've been learning and researching game developing since 2014 as well as making my own little games. And level design has been something I've never fully understood, even if I was making mostly platforming games. And after so long, I want to say that this video was the most helpful advice I've ever seen in the matter. And I finally feel actually motivated to make levels. I feel like something finally clicked. Maybe it's how you presented your thought process and maybe we try to rationalize stuff similarly, but anyway I'm glad you made this. Thank you.
This game keeps looking better and better! I've gotta say, your videos are really inspiring, especially for someone who's trying to make a metroidvania-type game as well. I'm really excited to play Dewdrop, keep up the good work!
You wouldn’t know how many times I watched this video! It is so helpful! I’m making my own metroidvania and these game design videos from a fellow metroidvania dev are so helpful! Please make some more in the future!
Thank you! This is exactly the type of thing I was looking for: a digestible breakdown on how to approach level design (w/ visuals and examples). :D It makes things a lot less daunting. So, between this and a post on a website I found, I should be able to tackle level design with a bit more confidence ^_^
Thanks so much! I have been trying to find a video like this for weeks! I have got to the point where I think I am ready for level design but whenever I opened up my game I didn't know where to start. You definetly earned a sub! Thanks so much!
I never thought to map down the shapes of the rooms and where their doors were first THEN add in puzzles / hazards. I tried to draw the room THEN add elements and THEN draw the next room. This was super helpful and useful for more than just Metroidvania level design! Thank you for making this!
My goodness, Dewdrop looks incredible! I can't wait to hear more about the music, considering I've never really heard it before. Good luck on your project, mate!
Great video! The tip about creating your worldmap before each room is so obvious, I don't know why I didn't think of it myself. I'm currently developing a platformer, but I'm definitely gonna keep that in mind when I'm working on my areas.
Well, I'd say this is "How to efficiently make Metroidvania levels", this is "good" at best, far from making "great" level design. (Though to be fair, many Metroidvania indies fails to achive this fundamental part, so this video still serves purposes.) A "Great" Metroidvania level would also consider how to let the player feel the sense of exploration without being completely stuck or lost, how to make back tracking feels fun, how to make tutorials feel nature in the enviroment, etc. The latest Metroid Dread feels really good in these regards, I originally thought that's because they kept blocking access to certain places at certain point, so it wouldn't be hard to keep track of the player position, situation and abilityies; until I realize this game was designed with sequences break in mind, and it hasn't been reported of "full with soft locks due to entering areas too early". All I want to say is, you have to make a follow-up to claim "How to Design Great Metroidvania Levels". You won't achieve Dread just by planning rooms ahead of times.
My game isn't strictly a metroidvania, but the way it's laid out now, it is sort of a non-linear, but still directional set of connected areas, even if some are on different planets. I wrote down the key points of this video in a way that should be most relevant to my game and I hope that it helps. Level design is painfully difficult, but some of the stuff, mainly step 4, feels like it'll work very well. Thank you!
i really liked the video, really informative about level design! what i was most excited about was the game footage in the background with it's new things, really exciting! :D
also you should use sub-pixel-ing wayy more, the only time sub-pixels are used is the main character and wings, it would make the ememy’s animation much better to use sub pixels.
Everything needs to connect. Don’t have a sky world right next to an underground world. In between, have a ground world, or maybe below the underground, have an underwater, or above the sky, have space, make everything coherent
This video was great! I think you could add some more enemies to the Cheese Mine in order to make the area more interesting though. I have some suggestions for enemies If you can read them! 1. Miner Rat They're like the rat NPC you've shown in the video except they have a cute little helmet that covers their head and eyes. If you get close, they'll do a spinning attack where they hit you with their Pickaxe (they move really slow while spinning) You can kill them from the top (Pickaxe blocks bullets) 2. Flying Rats The Flying Rats are albino mice with mining gear. They leap in the air and start gliding towards the player. 3. Cheese Knights They're rats equipped with Knight armor, they protect the King of Rats. They have shields that can block bullets and are sturdier than other enemies, if the player approaches, they slash with their sword. 4. A Heroic Rat optional mini-boss The Heroic Rat rides a horse and wears heavy armor. (He has a Lance) For his first attack, he charges forwards horizontally with his horse. For his second attack, he does a short range thrust. And for his third attack he can have a diagonal dropping thrust similar to Hornet from Hollow Knight where he jumps off his horse and lunges. If it's not difficult to script, he could have his horse jump with him while he's charging to confuse the player sometimes. And in general for platforming and other stuff there could be mouse traps that stun the player, rats driving mining drills similar to the giant spiked bugs from Crystal Peak in HK and little mining elevators that move up and down
I'm making a game now about going through my brother's dreams/nightmares and recollecting his stuffed animals that will each have different abilities, and these tips might really help for making the game into a metroidvania (I'm still on the tutorial and implementing the stuffed animals)
Level design even in general has always been very difficult for me, but this video has seriously opened my eyes to a lot of stuff :] Great work as always, my dude! B)
I'd say this is great stuff to hear in general for level design in regards to games that have more like world space type things. (I've been messing with RPG Maker 2003 so not exactly what someone would recommend I watch but I appreciate it
What I've learned in making a metroidvania is that it's true that classic metroidvanias require backtracking and exploration, but this path normally is linear because no ability can be skipped, so essentially the process is linear. What metroidvanias do is tease you by showing you a path you cannot access, and then giving you a key ability to access it.
I’ve built a metroidvania before, I know a few tips I can share to help support your development. 1. When a player acquires a new power-up, put them in a space where this power-up is utilize to teach the player how it works and where they can use it. 2. Player movement should be polished and calculated. Create an playground scene to test different features before you implement them into your map. Stuff like (platform height, projectile distance, player gravity strength, enemy stats, etc) need to be accounted for. 3. Feedback is very important. Try out a section you built to see how you would approach it from a player’s perspective. Try to break your game intentionally to find areas that need more work. Reach out to people you know to try out your build to see how they approach a challenge.
Great video! Also, iterate upon your levels and let your ideas change! Don't just build a level and forget about it - instead, chase after whatever makes the level feel fun.
hey, i was wondering, at 1:49 you're using some type of grid with numbers to make your rooms, it look like this is made in godot, how do you make that ?
I want to see a Metroidvania game where you restore a planet by using electricity so it doesn’t blackout. Instead of killing enemies you charge them up with your gun to make progress on your mission. The world is super dark and you need a light source to guide you through the map. Bosses can be time trials challenges, if you don’t fully charge them in a given time they’ll shut down for a while before you can try again. I am against bloody violence in video games, I want to see someone to stand out in the crowd.
Really good tips! This is almost exactly what I'm doing for my metroidvania. I already know what connects were, what should be in this area vs that one, and what should the player need to get to this place. Now I just need to fill in the exact area layouts and then the exact room contents. Though I also plan where major stuff should be while doing the area outline. Since I made the dash ability missable at first, people might feel that the game is too slow if they go too far without it. So after marking about where the second ability should be, I left a mark on the map to create a road block that will force the player back to pick up dash. Alternatively I'll just force the player to get dash first, but I kinda don't want to. Playtesters will help me make that choice.
Something i liked better in older metroidvanias was the lack of hard blocks to an area. Like Norfair in the video, you could get there before you had all the right equipment, byt you would probably die from the heat. You got the feeling of "maybe i can make it trough to the next colder area if i run and jump fast enough". Or maybe i can make that jump in the water area even if don't have the right suit.
I am not an artist so I have to find free or paid art assets. I found art assets I love but it’s for a this style of game. I haven’t play a lot of these types of games, so thank you for this! It helps a lot!
when im making maps for stuff like dungeons in my rpgs i usually think of the local environment, what purpose the map serves by being there, area progression and dungeon specific gimmiks
It's only now that I understand why I loved Call of Duty zombies Easter eggs They play out exactly like a metroidvania level. You have to do something or get something before you can get to the next thing. But that thing also is useful for gameplay. My gosh I wish more games did this. (And made actually challenging games as well)
Area 5 abandoned hive: this would make a spooky area that would make a great experience for players. Enemies: ghost bee would fly around and go through walls. Ghost wasp is a stronger variant of the ghost bee. Boss: queen bee ghost could summon ghost bees and wasps, teleport/disappear, and dash at you from the left, right, up, and down.
@@Goodgis It's a run and gun metroidvania about a time traveling/controlling dog. It will have points in time as well locations... makes it even more complex. Just now finished time controll mechanics and 8-way shooting for my second spritn/devlog. Still very early, but im already planning my map. And also thanks for the reply, been following You for quite some time and I really enjoy your work and content.
TIP: if the water coming out the sewer in 6:39 doesn’t allow you to stand on it, I suggest putting a grayish tint over the background to make it separate from the level. When watching the video, I thought you could stand on it because it was as popped out as the pipes and the bullets broke on contact, but I could also be wrong by saying you can’t. That’s just my thought
This is super helpful. Now I just have to learn how to develop the game itself. I'm so illiterate when it comes to these. I've got two full games all mapped out in my head.
My approach to level/world design is much more itterative. I almost never draft a map or timeline from the start. Due to how little i will know, i rather start somewhere and let it develop depending on what feels right or that fit into level design ideas i want to explore or principles i want to follow. But, drafting the map and establishing a timeline is important, but something you'd do many times. If you work throught this process linearly you tend to get very boring or generic feeling level design. Making good level design is in part about making connections between different elements of the gameplay or depending on other spaces you have or are planning to make. In short the process is very dynamic/organic and not linear. You will always have better ideas of how to design an area/level later on, and its a lot of back and forth. But definetely these are really good tips. Especially how you should know and be able to test with and use the mechanics that are part of the level/area. Especially when they are about the movement or secound to secound gameplay.
Here in Brazil, cheese and mines have a lot in common! This because the people from the state of "Minas Gerais" (General Mines) are known for liking to eat cheese a lot hahaha
Ok when you were making the map, it just seems like a bunch of haphazardly places rectangles. Is there Any logic to it other then vertical or horizontal based on theme of the area?
For the Timeline, i reccomend it being quite open. So you can solve problems using different solutions. Or you can get to a new area with different routes. So try to get a balance with it being linear, and being open.
May i ask, on 0:26 you show how you divide and design your levels, is that inside unity? or you use another program to do that. Because i want to do it like you, to organize myself better
Have you watched the boss keys series of let's talk game design? The super metroid episode has excellent tips on how to prevent the player from being overwhelmed.
I'm a VERY amatuer game designer, trying to design a game right now. My current project is like my 10th one that I've started, and I feel like I've finally got something worth developing. Level design is just the hardest part.
Really cool video, i know that is from 3 years ago but it's still really useful. Can you tell me the name of the tool to block out the world for world design?
Make sure to wishlist Dewdrop Dynasty on Steam. I dare you! store.steampowered.com/app/1444080/Dewdrop_Dynasty/
i already did that, im wating to play the game when it releases
Well I'm currently started my first game on gb studio to get a hang on things and then I'ma move to unity after. I am pretty good at drawing so I will be making majority of my assets.
If it were for mac it would already be on my wishlist :(
will the game be available on Mac?
I love how at the end of the video the showed planned release date on Steam is October 2021 lmao
I also think it's important to think about how the player's future abilities will work in each area. It's so satisfying to revisit an area with your new tricks and fly through everything in a matter of seconds.
That's a great point! Yes, you want your abilities to enhance your backtracking experience.
yeah it's important since that's what truly makes a metroidvania a metroidvania and not a zeldalike
You should really know most, of not all of your abilities and what they do FIRST AND FOREMOST in a metroidvaina.
That way you can know what feels good to use and can give your abilities time to shine and I don't mean like how they did it in bloodstained where they only work when allowed in specific places....
Edit: looks like i just accidentally reposted what he said in step 3. Just as I posted that I got to that part in the video. 😄
Yeah and hollow knight does that REALLY good
@@Goodgis I have a question about that. I’m thinking about making a mega man zero mission-style metroidvania, but now I’m not so sure anymore. At first, my protagonist was gonna learn new elements for magic, such as fire, ice, wind, earth; the usual elements you see in other games. But I don’t want to make this meek character overpowered like the Avatar so I limit the elements to wind and lightning. But then what will they earn from defeating bosses?
Funfact: there is actually a "cheese mine". In Austria, near the city Weiz (Styria), there is a place where they make cheese in an abandoned silver mine, because of the constant temperature in the shafts. And they call it Mine Cheese
That's so cool!
Woah, that's awesome! haha Thanks for sharing!
Cant wait to play dewdrop dynasty irl
My tip is harder to do for 2d games, but not impossible, but works really well for 3d games. Each level (really each room) should have a focal point. Something noticeable, large, flashy, or interesting where the player can orient themselves around and remember if you come back to it later. It really helps to create the flow of the map if you are focusing on a point, or three.
Thanks for sharing!
This makes me think of bob omb battle field
@@villagerjj It made me think of like...the Disney theme parks. I think they create a few big landmarks that signpost each major area
dewdrop dynasty maker confirmed??
Oh gosh, I hope not. XD
@@Goodgis haha
@@Goodgis I actually hope you add a level maker
@@Hamox It would be quite the undertaking.
@@Goodgis Eventually, that can be a cool goal to work on, and Godot doesn't make it any harder to add such feature :)
(I use Godot too, and unfortunately, I never finished the game I was working on that was supposed to have player-made levels, so, you know...)
I am making a metroidvania game mixed with a rougelite style game and this honestly helped me get unstuck!! thanks!! (also cant wait for dewdrop dynasty to be done!!!!!)
That sound awesome! Can't wait to see how it turns out. :D
That sounds so interesting! How does it work? Is it a roguelike where you play a randomly generated metroidvania or a metroidvania which is also a roguelike? Pls answer, this sounds so great. A combination of the 2 best genres
@@broor its like a- well its a bit hard to explain but its like a metroidvania that is also like a rougelike
@@Quaffyson try to explain? Pls!!
Was thinking about something similar. I was indecided. Should I make a randomly generated metoridvenia or a metroidvenia that u will restart everytine u die? Ended givin the idea up AHAHAH
Thank you for the tips! I've been stalling my own world building but I'm feeling motivated now. I really like the idea of creating the map layout first.
That's awesome to hear! :D Thanks so much.
I started watching your videos a few days ago. Really cool content man! Your story is really inspiring! We are about the same age and we have pretty much the same background story! :D Is Godot your weapon of choice in the end? Btw, please, don't give up anymore! I believe in you!
Thanks so much, and Godot is weapon of choice. :D
@@Goodgis Nice.
Thank you so much for this video, it'll be helpful for when I make a metroidvania. I feel like this could also apply to other genres like rpgs.
That's a great point! Thanks so much. :D
Love the idea of blocking out all the rooms in rough form first, then laying out all items so you can see the critical path. Super helpful. Keep it up!!
Thanks! :D
Brand new to the indie game dev dream and platform levels are by far way harder than I ever thought they’d be, love these videos they are such a great help and inspiration.
Thanks so much, and I wish you the best of luck! :D
When I was still contributing to the Metroidvania Game Jam, I did exactly this. Having the Map Laid out beforehand in an abstract way really sparks your imagination!
We had a pretty bland level going on and wanted to introduce a Water Area.
I decided to go with a Pipe System that runs below the facility that leads to a Tank where you fight a boss.
Cool so I made a set of rooms below the lowest floor and saw we had a testing facility room near that.
Ofc. it made so much sense all of a sudden. The boss escaped the testing facility room at some point (since it was a month long game jam game I had to design it with people in mind that don't have endless time of getting lost) after you obtained the upgrade.
So the environment of showing that boss in his pseudo fishtank of sorts completely changed and in order to not flood the facility with acid you have to hunt it down.
All of this wouldn't have been so effortless to come up with if I didn't have the Map beforehand.
Im working on a project and i got stuck on how im going to build the map. your skeletal description/tip, gave me the much needed breakthrough, thank you so much for this!
I've been learning and researching game developing since 2014 as well as making my own little games.
And level design has been something I've never fully understood, even if I was making mostly platforming games.
And after so long, I want to say that this video was the most helpful advice I've ever seen in the matter. And I finally feel actually motivated to make levels. I feel like something finally clicked. Maybe it's how you presented your thought process and maybe we try to rationalize stuff similarly, but anyway I'm glad you made this. Thank you.
Thank you for watching! :D
This game keeps looking better and better! I've gotta say, your videos are really inspiring, especially for someone who's trying to make a metroidvania-type game as well. I'm really excited to play Dewdrop, keep up the good work!
Thanks so much, that means a lot. :D
You wouldn’t know how many times I watched this video! It is so helpful! I’m making my own metroidvania and these game design videos from a fellow metroidvania dev are so helpful! Please make some more in the future!
Thank you! This is exactly the type of thing I was looking for: a digestible breakdown on how to approach level design (w/ visuals and examples). :D
It makes things a lot less daunting. So, between this and a post on a website I found, I should be able to tackle level design with a bit more confidence ^_^
Glad it was helpful! :D
Thanks so much! I have been trying to find a video like this for weeks! I have got to the point where I think I am ready for level design but whenever I opened up my game I didn't know where to start. You definetly earned a sub! Thanks so much!
Thanks for watching! :D
I never thought to map down the shapes of the rooms and where their doors were first THEN add in puzzles / hazards. I tried to draw the room THEN add elements and THEN draw the next room. This was super helpful and useful for more than just Metroidvania level design! Thank you for making this!
Glad it could help! :D
My goodness, Dewdrop looks incredible! I can't wait to hear more about the music, considering I've never really heard it before.
Good luck on your project, mate!
Thanks! Hope you'll enjoy it!
this video actually helped me with a small breakthrough of my own! loved the way you explained it, really smart view :)
I'm so glad! :D
Great video! The tip about creating your worldmap before each room is so obvious, I don't know why I didn't think of it myself. I'm currently developing a platformer, but I'm definitely gonna keep that in mind when I'm working on my areas.
Go for it! :D I can't wait to see what you make!
I will be needing this for when I make my metroidvania game. Thank you!
Glad I could help. :D
Well, I'd say this is "How to efficiently make Metroidvania levels", this is "good" at best, far from making "great" level design.
(Though to be fair, many Metroidvania indies fails to achive this fundamental part, so this video still serves purposes.)
A "Great" Metroidvania level would also consider how to let the player feel the sense of exploration without being completely stuck or lost, how to make back tracking feels fun, how to make tutorials feel nature in the enviroment, etc.
The latest Metroid Dread feels really good in these regards, I originally thought that's because they kept blocking access to certain places at certain point, so it wouldn't be hard to keep track of the player position, situation and abilityies; until I realize this game was designed with sequences break in mind, and it hasn't been reported of "full with soft locks due to entering areas too early".
All I want to say is, you have to make a follow-up to claim "How to Design Great Metroidvania Levels". You won't achieve Dread just by planning rooms ahead of times.
Yeah, I understand where you're coming from. But you can't make a great metroidvania unless you have a good foundation.
Idk what goin on here
The game's looking really good, dude. Every time I watch one of your videos I get inspired to work on my own games again
Thanks so much! Your game is awesome, you definitely should keep working on it. :D
@@Goodgis Thanks! Haha I really need to get back into Keeper. You did get me to work on the world design for my metroidvania though, funnily enough
4:50 what tool were you using for these layouts? Looks very useful...
Adobe Illustrator :D
Nice video man, haven't watched your videos in a while, they still are amazing haha!
Thanks so much! :D
I'm 31 and just starting out learning game dev. I feel so far behind as most people start in teens or earlier 20's , but damn I'm excited!
Nah, you'll do great! :D
this was so awesome thank you!! I AM SO EXCITED TO PLAY
I'm can't wait to have you guys play! :D
This has been the best video on this matter I've so far come across, and the best resource in general. Thanks so much!
I just started a game and I know level design will play a huge part in how fun it is, so thanks for the tips!
Hey, I wish you the best of luck! :D
My game isn't strictly a metroidvania, but the way it's laid out now, it is sort of a non-linear, but still directional set of connected areas, even if some are on different planets. I wrote down the key points of this video in a way that should be most relevant to my game and I hope that it helps. Level design is painfully difficult, but some of the stuff, mainly step 4, feels like it'll work very well. Thank you!
i really liked the video, really informative about level design!
what i was most excited about was the game footage in the background with it's new things, really exciting! :D
:D Thanks so much!
also you should use sub-pixel-ing wayy more, the only time sub-pixels are used is the main character and wings, it would make the ememy’s animation much better to use sub pixels.
That's nice the style I'm going for.
Awesome stuff!! Pretty helpful for the game I’m making rn (an axolotl Metroidvania)
That's awesome, how long have you been working on it?
@@Goodgis Thanks man!! A bit more than 6 months
Brilliant video! It's been a while since I've properly done any level design so seeing your approach is great.
Great to hear! :D
Oh my God it's insane how much the game has changed just in the time since this was uploaded
Everything needs to connect. Don’t have a sky world right next to an underground world. In between, have a ground world, or maybe below the underground, have an underwater, or above the sky, have space, make everything coherent
Why not? What if it's a floating island, then the sky world would make sense. :D Just don't get caught up in making it too "realistic."
Bro, your literally SO helpful! You have *no* idea how much this helps! (I suck at level design)
Super glad I could help! :D
This video was great!
I think you could add some more enemies to the Cheese Mine in order to make the area more interesting though.
I have some suggestions for enemies If you can read them!
1. Miner Rat
They're like the rat NPC you've shown in the video except they have a cute little helmet that covers their head and eyes.
If you get close, they'll do a spinning attack where they hit you with their Pickaxe (they move really slow while spinning)
You can kill them from the top (Pickaxe blocks bullets)
2. Flying Rats
The Flying Rats are albino mice with mining gear.
They leap in the air and start gliding towards the player.
3. Cheese Knights
They're rats equipped with Knight armor, they protect the King of Rats.
They have shields that can block bullets and are sturdier than other enemies, if the player approaches, they slash with their sword.
4. A Heroic Rat optional mini-boss
The Heroic Rat rides a horse and wears heavy armor. (He has a Lance)
For his first attack, he charges forwards horizontally with his horse.
For his second attack, he does a short range thrust.
And for his third attack he can have a diagonal dropping thrust similar to Hornet from Hollow Knight where he jumps off his horse and lunges.
If it's not difficult to script, he could have his horse jump with him while he's charging to confuse the player sometimes.
And in general for platforming and other stuff there could be mouse traps that stun the player, rats driving mining drills similar to the giant spiked bugs from Crystal Peak in HK and little mining elevators that move up and down
Woah, thanks for sharing!
@@Goodgis Thank you for taking time to read!
I'm making a game now about going through my brother's dreams/nightmares and recollecting his stuffed animals that will each have different abilities, and these tips might really help for making the game into a metroidvania (I'm still on the tutorial and implementing the stuffed animals)
Level design even in general has always been very difficult for me, but this video has seriously opened my eyes to a lot of stuff :] Great work as always, my dude! B)
Super glad it helped! :D
Greetings from Ecuador. I find your videos so inspiring. Thanks for making them. I've decided to learn to code in my 35's using Godot thanks to you.
Welcome! :D Thanks so much, and I wish you the best of luck.
I'd say this is great stuff to hear in general for level design in regards to games that have more like world space type things. (I've been messing with RPG Maker 2003 so not exactly what someone would recommend I watch but I appreciate it
What I've learned in making a metroidvania is that it's true that classic metroidvanias require backtracking and exploration, but this path normally is linear because no ability can be skipped, so essentially the process is linear. What metroidvanias do is tease you by showing you a path you cannot access, and then giving you a key ability to access it.
Excellent Video at a perfect time!
Keep it up!
Thanks a lot! :D
Thanks, will do! :D
Very cool video. Blind drop at 6:35 . I hope you don't die if you miss that platform.
Nah, and I'll give more of an indicator. :D
Amazing to see how much your channel has grown over the past year. Keep up the great work! :D
Thanks so much, Prox!
i am currently working on a metroid vania myself and this was quite helpful! Thanks elf man
That's awesome! :D I wish you the best of luck.
I’ve built a metroidvania before, I know a few tips I can share to help support your development.
1. When a player acquires a new power-up, put them in a space where this power-up is utilize to teach the player how it works and where they can use it.
2. Player movement should be polished and calculated. Create an playground scene to test different features before you implement them into your map. Stuff like (platform height, projectile distance, player gravity strength, enemy stats, etc) need to be accounted for.
3. Feedback is very important. Try out a section you built to see how you would approach it from a player’s perspective. Try to break your game intentionally to find areas that need more work. Reach out to people you know to try out your build to see how they approach a challenge.
Great tips! Thanks for sharing!
Great video! Also, iterate upon your levels and let your ideas change! Don't just build a level and forget about it - instead, chase after whatever makes the level feel fun.
Thanks for sharing!
Just the topic i was looking for! Great video, I always struggle with level design
You got this! :D
hey, i was wondering, at 1:49 you're using some type of grid with numbers to make your rooms, it look like this is made in godot, how do you make that ?
That was I tool I made using Construct 3 though it was buggy and only worked for Construct 3 games.
Yes! Dewdrop is back! I've waited so long. Can't wait till it comes out :D.
I'm really trying to take the time to make it awesome!
@@Goodgis I can tell! The game looks amazing!
I want to see a Metroidvania game where you restore a planet by using electricity so it doesn’t blackout. Instead of killing enemies you charge them up with your gun to make progress on your mission. The world is super dark and you need a light source to guide you through the map. Bosses can be time trials challenges, if you don’t fully charge them in a given time they’ll shut down for a while before you can try again. I am against bloody violence in video games, I want to see someone to stand out in the crowd.
Nice idea man
Idea: Because you already pretty much have a level editor, when the game is fully released, you could add a simple little level/world builder.
Me having an editor, and releasing an editor are two very different things haha but it would be cool.
Super useful, and just what I needed for my own game. Thank you :)
Glad it could help! :D
I've been wanting to make a Metroidvania of my own, and this is one of the biggest problems I've been having.
Thanks for making this video!
Super glad it was helpful! :D and I wish you the best of luck on your project.
The tips in this video are super helpful!
Really good tips! This is almost exactly what I'm doing for my metroidvania. I already know what connects were, what should be in this area vs that one, and what should the player need to get to this place. Now I just need to fill in the exact area layouts and then the exact room contents. Though I also plan where major stuff should be while doing the area outline.
Since I made the dash ability missable at first, people might feel that the game is too slow if they go too far without it. So after marking about where the second ability should be, I left a mark on the map to create a road block that will force the player back to pick up dash. Alternatively I'll just force the player to get dash first, but I kinda don't want to. Playtesters will help me make that choice.
Thanks for sharing!
Great and useful video! Looking forward to the music video😁
Thanks so much, me too! :D
Something i liked better in older metroidvanias was the lack of hard blocks to an area. Like Norfair in the video, you could get there before you had all the right equipment, byt you would probably die from the heat. You got the feeling of "maybe i can make it trough to the next colder area if i run and jump fast enough". Or maybe i can make that jump in the water area even if don't have the right suit.
That's a great point!
Looking forward to the next video in the series!
It will hopefully be out by the 24th :D
I am not an artist so I have to find free or paid art assets. I found art assets I love but it’s for a this style of game. I haven’t play a lot of these types of games, so thank you for this! It helps a lot!
Amazing video, I just discovered your channel and I wish you the best because is really informative and entertaining, keep it up!
Thank you so much! :D
when im making maps for stuff like dungeons in my rpgs i usually think of the local environment, what purpose the map serves by being there, area progression and dungeon specific gimmiks
Thanks for sharing!
love the area name cheese mine.actualy working on a metrovania inspired game so this is very helpful
I wish you the best of luck! :D
@@Goodgis thanks looking forward to your game looks fun.is you twitter tag goodgis aswell?
This really helps me greatly @Goodgis
Super happy to hear it! :D
Very good video! I love these vids, they are super cool!
Thank you very much!
It's only now that I understand why I loved Call of Duty zombies Easter eggs
They play out exactly like a metroidvania level.
You have to do something or get something before you can get to the next thing. But that thing also is useful for gameplay.
My gosh I wish more games did this. (And made actually challenging games as well)
I learned a lot from this video. Thanks for sharing your experience. It helps me out a lot. Your game looks awesome.
Glad you enjoyed it! Thanks so much!
You should map the emotions for each section of the map too. It is important to alternate between feeling save, scare, happy, curious, etc.
I've never thought of that. :D
This is such a usefull video! Thank for you view on level design and making this video.
Glad it was helpful!
wow this video came out exactly at the right time, i'm making a 2d game and level design is the hardest part for me. thanks a lot
Glad I could help! :D What type of game are you making?
Area 5 abandoned hive: this would make a spooky area that would make a great experience for players.
Enemies: ghost bee would fly around and go through walls.
Ghost wasp is a stronger variant of the ghost bee.
Boss: queen bee ghost could summon ghost bees and wasps, teleport/disappear, and dash at you from the left, right, up, and down.
Ability broken wings: allows you to fly for 3 seconds before falling slowly down.
Nice! :D
Thanks for the tips - I will definitely use them in my game!
Glad to hear it! :D What game are you making?
@@Goodgis It's a run and gun metroidvania about a time traveling/controlling dog. It will have points in time as well locations... makes it even more complex. Just now finished time controll mechanics and 8-way shooting for my second spritn/devlog. Still very early, but im already planning my map.
And also thanks for the reply, been following You for quite some time and I really enjoy your work and content.
I LOVE THIS!!! AND YOUR GAME LOOKS AWESOMEEEE 🔥
Thanks so much! :D
TIP: if the water coming out the sewer in 6:39 doesn’t allow you to stand on it, I suggest putting a grayish tint over the background to make it separate from the level. When watching the video, I thought you could stand on it because it was as popped out as the pipes and the bullets broke on contact, but I could also be wrong by saying you can’t. That’s just my thought
That's a great idea! Thanks for sharing!
This is super helpful. Now I just have to learn how to develop the game itself. I'm so illiterate when it comes to these. I've got two full games all mapped out in my head.
Glad I could help!
This is so helpful, thank you!
I just started making a Metroid vania this is so good
Glad to hear it!
My approach to level/world design is much more itterative. I almost never draft a map or timeline from the start. Due to how little i will know, i rather start somewhere and let it develop depending on what feels right or that fit into level design ideas i want to explore or principles i want to follow. But, drafting the map and establishing a timeline is important, but something you'd do many times. If you work throught this process linearly you tend to get very boring or generic feeling level design. Making good level design is in part about making connections between different elements of the gameplay or depending on other spaces you have or are planning to make.
In short the process is very dynamic/organic and not linear. You will always have better ideas of how to design an area/level later on, and its a lot of back and forth.
But definetely these are really good tips. Especially how you should know and be able to test with and use the mechanics that are part of the level/area. Especially when they are about the movement or secound to secound gameplay.
Thanks for sharing!
Here in Brazil, cheese and mines have a lot in common! This because the people from the state of "Minas Gerais" (General Mines) are known for liking to eat cheese a lot hahaha
You are so underrated, great videos
Thanks so much! :D
Hi...very good tips...im developing "Crude"...and thats what i needed....thanks
Glad to hear it!
Ok when you were making the map, it just seems like a bunch of haphazardly places rectangles. Is there Any logic to it other then vertical or horizontal based on theme of the area?
For the Timeline, i reccomend it being quite open. So you can solve problems using different solutions. Or you can get to a new area with different routes. So try to get a balance with it being linear, and being open.
Great tip!
May i ask, on 0:26 you show how you divide and design your levels, is that inside unity? or you use another program to do that. Because i want to do it like you, to organize myself better
i agree with you man, designing and making a level is so hard...
All it takes it practice! :D
When ever you make an enemy, make sure it fits with the theme in the level.
Definitely!
Have you watched the boss keys series of let's talk game design? The super metroid episode has excellent tips on how to prevent the player from being overwhelmed.
Yeah, GMTK is an awesome channel!
I'm a VERY amatuer game designer, trying to design a game right now. My current project is like my 10th one that I've started, and I feel like I've finally got something worth developing. Level design is just the hardest part.
How do you make the camera follow the player smoothly using pixel art without jitter, I'm really stuck on figuring this out
Turn on smooth camera :D
@@Goodgis I thought it would be hard af lmao
as someone whos dream is to make a metroidvania this is very useful for me
Glad it helped! :D
Cool video. If you have time, I'd love to see something in-depth of how you've blocked out your "rooms" for the game in Godot Editor.
For sure!
Dewdrop dynasty is looking amazing! Also is there somewhere I can find the background music in this video?
Thanks so much! :D Which song specifically?
@@Goodgis OMG Hi Goodgis !!!!!! I really like the Step 5: Test Review & Adapt background music was wondering where its from
amazing work. Always inspiring.
Thanks, David! :D
Hollow Knight: it’s raining in city of tears because it’s under a lake.
Dew Drop Dynasty: dirt is now cheese.
LOL
Really cool video, i know that is from 3 years ago but it's still really useful. Can you tell me the name of the tool to block out the world for world design?
Great ideas here, thanks!
Thanks so much!