The World Design of Metroid 1 and Zero Mission | Boss Keys
Making a Metroidvania is an enormous design challenge. How do you let a player loose in an interconnected world, without them becoming lost or frustrated?
In this series, I'll be looking at key Metroid titles, and games inspired by the franchise, to see how this type of world is structured. Starting with Metroid 1, and its 2004 remake Metroid Zero Mission.
Support Boss Keys on Patreon - https://www.patreon.com/GameMakersToolkit
Join the GMTK Game Jam - https://itch.io/jam/gmtk-2018
Contribute translated subtitles - https://amara.org/v/C3BE9/
Видео The World Design of Metroid 1 and Zero Mission | Boss Keys канала Game Maker's Toolkit
In this series, I'll be looking at key Metroid titles, and games inspired by the franchise, to see how this type of world is structured. Starting with Metroid 1, and its 2004 remake Metroid Zero Mission.
Support Boss Keys on Patreon - https://www.patreon.com/GameMakersToolkit
Join the GMTK Game Jam - https://itch.io/jam/gmtk-2018
Contribute translated subtitles - https://amara.org/v/C3BE9/
Видео The World Design of Metroid 1 and Zero Mission | Boss Keys канала Game Maker's Toolkit
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