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.
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
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.
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.
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.
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.