See complete details along with animations):īasic: Wall jumps, shinesparks, simple uses of frozen enemies,Īnd navigating heated rooms without Varia (but only with plenty of extra energy). Is "fair game" for the player to be required to do in order to progress.Įxamples of expected techniques from the presets are as follows (expand the "Customize" section to This affects where the randomizer may place key items on any given step. Its made it into my top 10, still a few ahead of it for various other reasons but the innovation and out there stuff in this is next level for hacking a SNES game from 1994.Skill assumptions determine which tricks the randomizer assumes the player is able to perform. I think this game has the most hidden stuff of any SM hack i've ever played The room names were good, the way this game handled them gave lots of Prime vibes as opposed to the more cooked/hinty ones like Ascent Item changes were good and kept weapon progression interesting, i liked the way they handled space jump and would love to see that in a hack with harder platforming. The logbook was fantastic, was genuinely useful though it could have been clearer about one mid-late game flag change to save me lots of backtrackingĬould have done with more shortcuts and speedbooster/speedball accessible stuff to make that backtracking a little less painful, though there were lots of cool wraparounds and elevator links Good boss changes to keep the usual suspects interesting, the hidden double up of one of them had me sweating Good atmosphere and aesthetics, some of the areas felt quite vanilla at first (mainly just the standard as crateria bit) but as it went on they felt a bit more interestingĬustom music bringing in tracks from other games was nice, got me hyped at one point when i recognised a particularly watery track in the west of the map I just got back round to finishing this, there's some absurd stuff in this you wouldn't expect in a SM hack at all, still need to go back and save the animals it's ok to not like every hack that comes along (i certainly don't) but getting extra about dumping on them and pretending you have some objective vision of good game design is pretty unnecessary - how about posting about some of the hacks you like and why? we are on r/metroidvania after all =) When you say "complete disaster" i really have no idea what you're referring to - it's an interconnected metroid map with shortcuts and techniques available for faster traversal, nothing touches the goat SM but it feels pretty good to get around in especially once you actually utilise those techniques (the spark chaining especially). what HK lacks is the same fluidity of movement as SM and that's one of the things i play these hacks for, having my familiarity with the greatest platformer of all time utilised and challenged to get a new experience out of every hack I've played hollow knight a fair bit and it has something in common with SZM - the punishingly hard parts are optional (pirate ship escape / path of pain etc). Videos Images Articles Kickstarters Discussions Sales Dev Postsĭesktop/mobile headers/icon made by u/aam2rf Political discussions are highly unwelcome. (Links to Kickstarters or discounted games on Steam/GOG are okay). This includes trying to sell, showing intentions to sell, or asking for commercial links. Any form of commercial activity is strictly prohibited. We also encourage a general frequency of no more than one post per week. We encourage giving updates on your projects, but make sure the posts are of some significance. Self promotion is permitted, but be reasonable.Posts should be related to either the parent franchises, other Metroidvania games, or tangentially related games or topics. Submissions must be Metroidvania-related.Image posts and twitter posts temporarily disabled Top 10 Starter Metroidvanias - Check these out if you're new to the genre! The term, popularized by video game critic Jeremy Parish, is a portmanteau of Metroid and Castlevania. Metroidvania is a subgenre of video games focused on guided non-linearity and utility-gated exploration.
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