Designing Multi-Mode Player Abilities to Enhance Backtracking in Metroidvania Levels
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Master's Thesis
Master's Thesis
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Sammanfattning
Metroidvania games generally possess connected worlds where new powers affect the
way players move through previous areas. This helps players make logical progress,
enabling them to unlock new regions of the game world. But if the same obsta
cles are repeatedly dealt with through the same methods, players may feel less like
they are discovering and more like they are going down the same path again. This
project explores the possibility of a multi-form ability system that supports varied
backtracking while keeping progression readable. The prototype is a small-scale
2D Metroidvania game built around a single core ability with varying forms. The
distinctive features of each form affect how players engage with obstacles, routes
and revisited spaces, which allows them to find different ways to deal with compa
rable situations. The prototype was developed through "research through design".
Its level design links main paths, optional paths, visible rewards and revisitable ar
eas to create new meaning for earlier spaces after obtaining new forms. Based on
playtesting and questionnaire feedback, the system is perceived as more of a reinter
pretation of space rather than simply traveling through it again. Players responded
positively to exploration, route variation, and the variety of ways the ability system
can be used. But the results also show that control feel, guidance, feedback and
form communication should be further improved. This project demonstrates that
multi-form ability design can support meaningful backtracking in a Metroidvania
style prototype when form functions are clear, environmental cues are consistent,
and the main route remains comprehensible alongside optional revisits.
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Metroidvania, backtracking, multi-form ability system, ability gating, level design.
