Here is a bad gameplay mechanic: backtracking.
There is one thing I don’t like about Wonderboy in Monster World. The final level in the castle. You are stuck going backwards and forwards which can be so long you give up, which is how I left that game 25 years ago. But I have completed it, you just need the bell which rings when you ago the right way.
Metroid is an NES game where the dungeons are non-linear. So you have to go back the way you came sometimes. That’s fine. Until you get lost.
This gameplay design is not bad in itself, but without an arrow and the larger the level, the more chance of getting lost and wasting time, getting bored and frustrated. Add a random level generator and the chances of becoming lost and for longer, increase. I have seen footage of Symphony of the Night and it looks convoluted and simplistic.
This game looks very repetitive. The game is 6 hours long if you don't get lost. For me, that equates to I will probably never finish it. Not out of the inability but the unwillingness to subject myself to the tedium of the undertaking.
Indy game designers are just as culpable as the AAA’s of jumping on trends and disseminating poorly thought through or executed gameplay styles throughout the industry, bombarding the market with clones.
It’s macabre, it rogue-lite/like, it’s metroid-vania, it’s retro, it’s 16-bit. It could be any one of hundreds if not thousands of games in the past 8 years.
So I get the feeling indy game devs are more devs than designers as I’m seeing very little by way of innovation or consideration of “is this gameplay element relevant or suitable to use in my game?” but more “How do I make a game in a popular style which is selling right now?”
This blog, the latest in my series of pointing out the obvious. I write it last night but had to throw it out as I just saw this video which covers the same point so I don’t want to be accused of plagiarism.
This blog was actually inspired by watching someone playing Axiom Verge on Vita, having loads of fun. Then exactly no fun, so I thought it was time to have a go at indy devs for being, on the whole, even lazier than AAA devs.