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Offline Pemburu Vampir

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #30 on: September 04, 2011, 12:53:36 AM »
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Rather then a level up system why not go the LoI/Zelda/Metroid route? Collect items to grant you greater strength, life, weapons, armor, moves, etc.

That's exactly what I think is the best for the Metroidvania games.

Offline Inccubus

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #31 on: September 04, 2011, 03:56:17 AM »
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Ah, I got another one.

Enemies With Weak Strong Points, this'll add strategy toward fighting enemies rather than just hitting them anywere mindlessly

I really like this. I might use it in CV:tDC. ^_____^
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Offline Kale

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #32 on: September 04, 2011, 04:18:03 AM »
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Indeed but make it Galamoth style, not LoZ like.

EX of Galamoth, you can hit him anywhere but his head hurts more.
EX of LoZ, you can't hit them anywhere cept their weak spot.

Offline KaZudra

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #33 on: September 04, 2011, 04:41:38 AM »
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I really like this. I might use it in CV:tDC. ^_____^

I too am using some of these Ideas for my Cv2 Re-Imagining, they are really good.

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Offline Deko21

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #34 on: September 04, 2011, 05:09:26 AM »
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I think i have an better idea, though i think someone already suggested it, but whatever.

More obstacles and ramps in rooms. And have the rooms look less straight and flat. And no more identical rooms, that's probably another thing that irked me about some metroidvania games. Some of the rooms looked the same.
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Offline Dark Nemesis

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #35 on: September 04, 2011, 09:09:48 AM »
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I have tried that game, never liked it. To be honest, I never really finish most RPGs I played, usually I'll keep playing it until I'm forced to grind for hours to advance, It bores me. So I don't know.


I only mentioned it for the level up system it uses. The stronger your characters become, the stronger the enemies also become, giving you more experience, better magic for draw and better items drops.

I also wasn't into rpg's, i was hating them, about 16 years ago, but after i played Zelda Link's Awakening for the GB and Breath of Fire III, i've changed my mind.

Back to the topic, so many good ideas here and none to make them come true.......every time a new Castlevania game comes out, we are starting making criticism of the game and bring up our ideas for what a perfect Castlevania game should be, but with every new release, we just get more disappointed.

Only OoE was a step to the right direction, but still it was full with flaws, because the game play mechanism as much interesting it was, it lucked the quantity of weapons. Copy paste places and graphics. The scenario could be more interesting, it didn't have depth. I wish that Konami would read this forum and see what fans like for the game and to choose some of the ideas we have come up and include them on a new game.
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Offline Sumac

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #36 on: September 04, 2011, 10:34:39 AM »
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- Ditch level up system.
- Add stronger enemies to the rooms in the begining of the game, after certain point.
- Make useful subsystem or non at all.
- If there are more characters than one, then another charactres(s) should have storyline.
- Add day / night cycle, that trigger different properties for the enemies and locations.
- Some locations should be closed until player will progress in the game.
- Stoyrline should be heavily featured in the game.

Offline DarkPrinceAlucard

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #37 on: September 04, 2011, 11:44:18 AM »
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- Ditch level up system.


IMO a metroidvania is not a metroidvania without a leveling up system.

For those who dislike it I think a good solution for you guys is what someone else suggested earlier about finding items that make you stronger similar to LOI and the Metroid series.

That eliminates "grinding" but still lets you level up your character.


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Offline PFG9000

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #38 on: September 04, 2011, 03:07:09 PM »
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IMO a metroidvania is not a metroidvania without a leveling up system.

For those who dislike it I think a good solution for you guys is what someone else suggested earlier about finding items that make you stronger similar to LOI and the Metroid series.

That eliminates "grinding" but still lets you level up your character.

I think by levelling up, they mean levelling up.  As in boosting your character's stats by killing enemies and gaining experience.  Metroid and LoI don't have levelling.  Your character still gets stronger by finding new items and expansions, but they don't level up.  So yes, of course your character should get more powerful over the course of the game, but not by levelling.

Offline DarkPrinceAlucard

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #39 on: September 04, 2011, 03:35:45 PM »
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  Metroid and LoI don't have levelling. 

Wait, what?

Last I checked gaining new abilities that makes you stronger IS a form of leveling up.

Just because its not like other games where you kill to become stronger does not mean that it is not a form of leveling up.

THAT was the point I was trying to make earlier.

If some people do not like the form of leveling up that requires you to kill enemies to gain EXP then maybe they will like the form of leveling up that lets you become stronger by finding items.


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Offline jestercolony

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #40 on: September 04, 2011, 04:37:49 PM »
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Yeah, but you still have to grind in order to get stronger and grinding is booooring.

What is the point of leveling up, then?

The point of cross-leveling between an enemy and the player is so that the protagonist doesn't become overpowered like the other titles (castleroids that is) in the series. This helps keep a stable challenge and would require the player to use different tricks, strats and of course abilities found within the game's core mechanics.

I honestly find it boring that you play an overpowered character to begin with and half of the stuff found within these titles are quite boring. Some of the weapons/abilities that I have seen in these titles really offer just a stare in awe, not really something tactical and fun.

By an enemy leveling up, they are granted new abilities; and as Jorge stated: new monster types in other rooms like in CoTM.   Secondly they need to look more in to the magic based system (weak/strong...etc.) and force that on to the player. It was introduced in SoTN but it wasn't really pounded in to us until PoR came out.

Next we need to discuss platforming, pits, deadly traps, more useful things (like the Imp familiar opening up doors, amongst other things.) It's not that hard to make a castleroid stand out. Its just really getting into the game's core RPG and exploration mechanics can pose as a problem.

This type of thing started with Vampire Killer - which introduced that exploration element; then came Simon's Quest which introduced us the RPG mechanics (in SQ, with each level you are granted you actually gain a defense bonus to a monster's attack.)

Offline uzo

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #41 on: September 04, 2011, 04:38:17 PM »
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Leveling up and gaining power ups are two completely different things.

Leveling up, is increasing your 'level.' The concept at the core of DnD. Your level represents your ability. With each new level obtained, by experience points, you gain higher and higher abilities on a mathematically calculated scale.

Obtaining power ups doesn't raise a 'level.' It is not 'leveling.' It increases the ability range of the player by obtaining a select set of consumable items. Items may not raise all stats, or any stats at all. It does not use EXP.

Offline Neobelmont

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #42 on: September 04, 2011, 05:30:16 PM »
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Ah, I got another one.

Enemies With Weak Strong Points, this'll add strategy toward fighting enemies rather than just hitting them anywere mindlessly

I have seen this before like in Y's where if you attack them from the side it does more damage or Megaman ZX when you use model H right to find the weak spot?

Well I do not have any swell ideas right of hand at the moment but, let's say enviromental changes based on what boss you were to beat first or doing something specific then the base area changes as well as affecting an other area in a major way like what happened in MegaMan X but on a greater scale.
(click to show/hide)
Come on now this was going to happen eventually  :P

Offline DragonSlayr81

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #43 on: September 04, 2011, 05:40:19 PM »
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Yeah, but even in games with experience levels, isn't leveling up STILL an optional thing. You can grind if you want an easier game, but if you want to go through the "hard" mode, you could opt to try the low level playthrough that you see sometimes on YouTube. It's not like a traditional RPG, where you're stuck in an actual battle and if you are underleveled, there's no way to escape. In CV, you if you know enemy movement, you can try your best to avoid harder enemies, or slug away until they die.

Offline Maedhros

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Re: Exolutionary Steps to make Metroidvanis better...?
« Reply #44 on: September 04, 2011, 05:44:02 PM »
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They could make level 1 cap mode being disponible from the start.

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