Metroidvania Generation
In 2015, l learned Unity by building a procedural Metroidvania game.
Rogue Legacy had just come out, and I was fascinated by the idea of a roguelike that feels like a Metroidvania game. Don’t get me wrong — RL is a personal favorite and the primary inspiration for this project! — but I really wanted each run to focus on exploring a cool new space, finding exciting upgrades and using them to fight monsters, unlock new locations, and uncover secrets.
To nobody’s surprise, this turned out to be a terrible idea for a first project! Not only was the scope way too big, I later found out that my indie-dev idols (EXOK, Cellar Door Games) had already tried to do the same thing and largely abandoned their first attempts in order to focus on games that were much more fun and way easier to make.
Despite that, I’m still working on it, albeit slowly. With some help from my friends (thanks, Andrew!) I’ve been building (and discarding) prototypes, wrestling with tricky design challenges, teaching myself to make pixel art and game music, mastering CorgiEngine, and gradually chipping away at this thorny problem in my spare time.
I don’t know if I’m any closer to shipping this game, but I’ve certainly made some cool stuff along the way.