movement and combat (Published Late)


In this Devlog I will be covering how I added enemies and movement. This devlog was supposed to be the first devlog so sorry for the delay.

First lets talk about movement. Movement is a vital point in metroidvanias. A lot of metroidvania upgrades are movement based. Plus, responsive movement = fun.

In how I tackled movement, first I just set up the basic platformer controller (Modular). That was literally all the basic movement had.

Then I added knockback for when you shoot. This was a very fun mechanic which is easy to build on. But the coolest bit was the jump shoot. Basically when you are in the air and you shoot, knockback launches you up.

Lets switch gears to combat now. Combat is another important part of metroidvanias. It's very important for the exploration aspect if you want to be more detailed.

I thought it would be cool to have an enemy which hurls at you really fast. I though it would be interesting to use the unique movement to dodge it.

I'm not sure if it's fun, please give a nice review in the comments section below the project. The next enemy I added was a Smorlia. Basically a hovering basketball that shoots blue things at you.

Again please give a constructive review.

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