Designing Multi-Mode Player Abilities to Enhance Backtracking in Metroidvania Levels

dc.contributor.authorTang, Hong
dc.contributor.authorShi, Dian
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data och informationstekniksv
dc.contributor.departmentChalmers University of Technology / Department of Computer Science and Engineeringen
dc.contributor.examinerAlissandrakis, Aris
dc.contributor.supervisorMangan, Natasha Bianca
dc.date.accessioned2026-08-12T06:54:10Z
dc.date.issued2026
dc.date.submitted
dc.description.abstractMetroidvania 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.
dc.identifier.coursecodeDATX05
dc.identifier.urihttps://hdl.handle.net/20.500.12380/312115
dc.language.isoeng
dc.setspec.uppsokTechnology
dc.subjectMetroidvania, backtracking, multi-form ability system, ability gating, level design.
dc.titleDesigning Multi-Mode Player Abilities to Enhance Backtracking in Metroidvania Levels
dc.type.degreeExamensarbete för masterexamensv
dc.type.degreeMaster's Thesisen
dc.type.uppsokH
local.programmeInteraction design and technologies (MPIDE), MSc

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