Dead Cells, described by the developer as a "RogueVania," marries Roguelite and Metroidvania into a challenging, frustratingly addictive experience. Metroidvania's are often praised for their super-tight execution that combines level design with gameplay and story in perfect harmony. Sounds like the formula for any good game right? They often feature upgrades to player abilities a little bit at a time and those upgrades have to balance feeling like progression without making earlier areas or weaker enemies obsolete. The same guys I took out with a pistol in the first act still need to pose some sort of a threat when I pass back through with an assault rifle and new armor. Enemy placement can handle that. For example, placing an enemy high up in a room, where it would have an advantage, while another enemy patrols the ground level in plain sight requires observing their attack patterns and good aim no matter the weapon. I'm very much harnessing Shadow Complex, a...
Thoughts on game mechanics and structure