Vermanubis
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vermanubis.bsky.social
Vermanubis
@vermanubis.bsky.social
Composer & developer

1/2 of Ghost Hand

Interested in the music & design of jRPGs and Metroidvanias

Email: vermanubismusic@gmail.com
Your work always impresses me! Maybe a weirdly random thing to say, but if an opportunity to collaborate ever arose, I'd jump at the chance
January 15, 2025 at 9:06 PM
All this to say, even though I've only done Metroidvania-type stuff the past 2 years, I'd like to not let doing this kind of music slip away from me
November 21, 2024 at 3:47 AM
Your piece for this is what originally got me to follow, but I had no idea it was part of Ode to Castlevania. Genuinely awesome
November 20, 2024 at 9:32 PM
that is to say, tastemakers have opinions on how game music should or shouldn't be, and/or musical idioms/traditions get imported from specialists in other forms of media, e.g. film, stage, and so certain frameworks and "standards" pop out
November 19, 2024 at 6:21 AM
I'm just sort of talking here, but though the reason why this is the case is probably many-sided, I wonder if the "institutionalization" of game music isn't partly responsible for the waftiness of modern VGM
November 19, 2024 at 6:07 AM
Design goals in the MVs I've played/seen largely riff on the more "concrete" flagbearers of the genre, e.g. movement, combat, item acquisition, etc. but I think map architecture, for as large as a cumulative effect it can have, is a worthwhile thing to think about on its own terms
November 18, 2024 at 7:23 PM
The same is true of some other games I've studied, like Symphony of the Night vs. Circle of the Moon

The two maps are of course different at a glance, but they're also different in many principles
November 18, 2024 at 7:10 PM
But an abstract, relational thing that has a cumulative effect on the overall experience and perception of the game
November 18, 2024 at 7:06 PM

This all said, I generally don’t think map design is thought of in this way, but Dread v. SM taught me that map design — or maybe better to say map architecture — is one of those things that an average player can’t necessarily point to
November 18, 2024 at 7:05 PM
In spite of Brinstar having a great map design, and Cataris, imo, less so, I wouldn’t bet on either to have been deliberately designed as such, so much as byproducts of other design goals, like Dread trying to minimize backtracking
November 18, 2024 at 7:05 PM
This all to say, Brinstar feels — to me at least — easy to explore, if tedious. Now, try to think of a simple, consistent strategy to visit every node on the Cataris map. If you’re like me, you’ll probably struggle!
November 18, 2024 at 7:05 PM

Once you see how that works, you might notice that’s, at least in my experience, generally how people navigate mazes too: they reach a dead-end and then return to the nearest juncture and go down another path until all “branches” off that juncture have been searched
November 18, 2024 at 7:04 PM
In computer science, the way a computer searches a tree structure (e.g. a classic mouse & cheese maze) is with what’s called a depth-first search, which you can go to the wiki for “Depth-first search” and go down to the example section to see in action
November 18, 2024 at 7:04 PM
The really special thing about the Brinstar map is it’s basically a tree structure: a series of nodes with separate, non-intersecting branches
November 18, 2024 at 7:04 PM