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Boss Keys Mini - Castlevania: Harmony of Dissonance and Aria of Sorrow

🕑 Added 2019-01-10 10:44:02 +0000 UTC
Boss Keys Mini - Castlevania: Harmony of Dissonance and Aria of Sorrow

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Game Maker's Toolkit

Yeah, this is a tricky thing! Do I actually not want non-linear games? Am i secretly a fan of hand holding?! But I think it's just that it's not simply about giving a player freedom and hoping they figure it out - it's about very carefully designing a game to help them find stuff - while simulatenously making it feel like they have complete freedom! Very tricky - and something I'll be exploring (heh) further

Doctor Professor

I was very interested in your comments about how Harmony of Dissonance needed more player guidance to avoid "an unsatisfying scavenger hunt" given your stated preference (as I recall) for "find the path" over "follow the path" design and prior comments about disliking when games aggressively handhold your navigation. See for example your video "Following the Little Dotted Line." I feel like there's a difficult balance to strike here and your old video mostly came at the idea from the side of "remove breadcrumbs" but your comments here come at it from the other side of what the world does need to have in it to make exploration enjoyable instead of tedious. Dunno if this is something you already have in mind as an outcome of the Boss Keys project, but I'd be interested to see you expand on the idea of how to thread this needle - how to make dungeons/worlds such that exploration is player-driven and rewarding, rather than a slog to just check everywhere _or_ a rote dotted line to follow.

Raven

These are some interesting thoughts. I do believe that, while the areas themselves were very memorable, the connections between them and the layout of the rooms were not as easy to memorize. The Floating Gardens did turn this into a gimmick, which I believe was intentional, in order to make the area itself a sort of puzzle, like the Forest from Majora's Mask. But Aria was definitely my favorite, especially because of the soul system. You're free to make your own play style and adapt it as you encounter more challenges. I'm really excited to see what this Boss Keys episode turns into!

Matt Cramp

I feel like the Floating Gardens are a special case because they're pretty distinct on the map (the square rooms floating above the castle) and they only ever connect to other floating gardens, or the central courtyard, or the clock tower (which you can see on the map - there's a big room that looks like a floating garden that has some kind of bridge to the clock tower). The big issue here is the central courtyard, where it looks like there's unexplored exits, when actually they lead to the floating gardens and should have some kind of icon making that clear.


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