1/2 of Ghost Hand
Interested in the music & design of jRPGs and Metroidvanias
Email: vermanubismusic@gmail.com
The two maps are of course different at a glance, but they're also different in many principles
The two maps are of course different at a glance, but they're also different in many principles
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
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
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
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