nah double jump is nicer when its like extra leniency on existing jumps or allowing for previously inaccessible shortcuts, when all the platforms just double their distance as soon as you get double jump, it kind of becomes annoying
not that double jumps aren't fun or anything, just that when a game purposely doesn't have one its a pretty good sign that the game is more well thought out than usual
It does feel like so many Metroidvanias have a lot of the exact same power ups. One of my favourite things about Animal Well is how unique so many of its upgrades are. The game manages to more or less avoid nearly all of the common trappings of the genre.
Yeah this is especially sad when Super Metroid (the game/series they all take inspiration from) had a pretty original set of powerups, that usually eschews stuff like double jump / air dash
Yeah, the game holds off on Space Jump until you're more or less at the end, and it would be pointless to not just let the player go anywhere they want.
Aww man, I do love a double jump in “high mobility” platforming-focused Metroidvanias, but also agree that not all games of the genre need it when they are more “methodical combat” (or something else) focused. Guess it also helps identify what sort of metroidvania you will get.
I understand, but for me personally, I do love those mechanics because I’m already familiar with them in the genre (like aiming or crouching in an FPS). So I get some familiar tools, and hopefully, a whole bunch of unique tools to play with in a new game as well.
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Stickin' to my guns in my current game - no double jumps allowed.
HEAR ME OUT - and design levels around it instead of letting the game break as soon as you get the upgrade