Chasm - Procedurally Generated 2D Metroidvania (Kickstarter)

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Friendly
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Chasm - Procedurally Generated 2D Metroidvania (Kickstarter)

Post by Friendly »

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No idea if procedural generation can be sucessfully pulled off for this sort of game, but it sure looks nice.
There's a demo available on the kickstarter page.

http://www.kickstarter.com/projects/discordgames/chasm
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Ed Oscuro
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by Ed Oscuro »

Hopefully it's more Spelunky and Diablo (which they do mention). It certainly seems possible to do a Metrovania given how randomly designed many of those games' dungeons have been. Looks good but I don't see any enemies. I'd like to jump on the demo but I don't need to install yet more binaries from Microsoft :|
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ciox
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by ciox »

I played the demo, felt kinda underwhelming, polished sure but seems like you need to play a lot before realising it's procedurally generated rather than just having very average levels, procedural generation should be a real hook for the game.
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Jonathan Ingram
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by Jonathan Ingram »

Looks nice, but it needs more Terraria in it.
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Blinge
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by Blinge »

Hm. I though the hallmark of Metroidvanias were areas previously inaccessible due to some new ability the player finds, carefully placed little upgrades and other loot.
I can see how the latter part would work with a roguelike element, but I have my doubts as to the rest.
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Hagane
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by Hagane »

Nice spritework, too bad they went for randomness instead of proper design for the levels.
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Jeneki
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by Jeneki »

Blinge wrote:Hm. I though the hallmark of Metroidvanias were areas previously inaccessible due to some new ability the player finds, carefully placed little upgrades and other loot.
I can see how the latter part would work with a roguelike element, but I have my doubts as to the rest.
I totally agree with this, actually it prompted me to do some reading on Chasm to see how it was pulled off here. From the information I could find, it appears the procedurally generated sections are mostly used to connect pre-designed areas, so it's a mix of the two. It sounds like a good compromise.
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Friendly
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

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With 5 days to go, the kickstarter has exceeded its goal (150,000 USD), which means that Chasm will get made.
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by louisg »

I played a build of it at this year's POW, and was very impressed with how well it ran and how solid it felt. I talked to the developer a bit, but I had no idea it was procedural! That actually is a good thing IMO.
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Friendly
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by Friendly »

Just a reminder for anyone still considering to pledge, the kickstarter ends in 10 hours.
It is now at 185,000 USD.
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Obiwanshinobi
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Re: Chasm - Procedurally Generated 2D Metroidvania (Kickstar

Post by Obiwanshinobi »

Kudos for the pixel art. Doesn't try to look old; it just looks good.
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