Metroidvania structure is based on interconnection within the levels, and across the world. Maps in Dead Cells follow a few simple patterns, having an obvious main path with a few detour side paths (Promenade of the Condemned, Ramparts, Stilt Village) branching off into many separate paths with different exits, and teleporters to carry you back (Prison, Toxic Sewers, Ossuary) and having one clear path with few diversions (Ancient Sewer, Slumbering Sanctuary, Forgotten Sepulcher). Despite technically not being a metroidvania, the level structure it chose for itself is still extremely effective in its goals. Metroidvania is a design pattern across the entire map of a game’s world, where the map loops on itself, allowing areas from later in the game to fold back on areas from earlier in the game, where objectives are dispersed across this map to encourage unique routing. Your basic options are to use your weapons or tools, jump, double jump, roll, chug a potion, ground pound, or generic use button.ĭead Cells’ big influence is from Metroidvanias, and I think the influence is definitely positive on the game, but I don’t think it’s really a metroidvania, and I don’t think making it more like a metroidvania would be good for it. You have 5 slots on your character for items: 2 weapons, 2 tools, and an accessory. It’s a 2d platformer, where you find randomized loot and fight through procedurally generated levels. Dead Cells bills itself as a Metroidvania Roguelike.
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