Sink or Swim: 3 Design Lessons We Learned Making Our Underwater Metroidvania

Let’s get the first question you have out of the way right now:

CHALLENGE 1: TRAINING THE PLAYER ON 360 DEGREE MOVEMENT

CHALLENGE 2: DESIGNING ENEMY BEHAVIOR THAT PROMOTES OPTIMUM GAMEPLAY

The other issue was how players engaged with the enemies. Because of the momentum-based movement, first-time players would do the same thing when they saw an enemy: Come to a dead stop in the water, then turn and fire at an enemy until it was dead before moving their ship.

Our goal was to get the player to a point where they rarely “stop and shoot”, and that they’re able to zip around efficiently, using their momentum and the tools at their disposal to really get into a flow.

CHALLENGE 3: UPGRADE, TOOLS, AND GENRE TRAPPINGS

WRAPPING UP

We’re an indie game developer sharing the highs and lows of getting our underwater metroidvania, “‘Depths of Sanity,” to the finish line.

Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store