@Jobbs @liliththepale RE: Metroidvania item/skills progression
Those were some useful tips. Thanks to both of you!
While I like a progression where you have to evolve to overcome previous obstacles, I do find it "cheap" when the items or skills you adquire are completely situational, and you find little to no alternative use for these.
Acrobatic skills are always a good way to give the player new moves that he'll be able to use in many different situations.
I have a rule that I'll always apply when I'm designing some weapon, item or skill, and it's: Make it useful in all three fields: combat, platforming, and exploration (when possible).
I also think that there're a couple of behaviours/patterns that should be avoided:
- Overuse of the door/key mechanic. It's cool to find an ancient key and wonder where you'll be able to use it later in the game, but it gets boring if you find a lot of generic locked doors (Looking at you, Zelda).
- Cool gadgets/abilities that only work in one way, or that become useless once you leave the few places you're supposed to use them.
- Restrict the use of some item/skills when you're inside someone's house. Let the player move freely always.
- Unrealistic/unnatural usage of the powers you adquire. For example, if your character is able to perform a really powerfull attack, able to destroy thin walls, he should be able to use it downwards/upwards, and destroy the floor or ceiling breakable tiles. Because that's what you would do in real life. The most common case: a game where you can break walls normally, but you have to adquire an special uppercut ability to break ceiling tiles. Just let the player attack upwards
- Excessive grading of a same power. It's cool to find a power up that lets you lift up heavier stuff. It's OK if there's a second power up for even heavier stuff. Anything beyond this is going to be boring probably.
- Color-coding blocks, regarding their accesibility, when that's the only visual difference between the different types of doors/blocks. I think there should be some logic behind it; if you can't destroy some block, it should be because it's made of a harder material, not just because it looks red. Therefore it should look different, or you should make the player know somehow that it's different (Metroid Prime did a good job in this, with a scan that allowed you to know the composition of the rocks surrounding you).
One thing I didn't like about Guacamelee is how some kicks break the blue tiles, then another kind of kick breaks the red tiles, and so on.