r/metroidvania 2d ago

Discussion What Have You Been Playing This Week?

9 Upvotes

Welcome to r/Metroidvania's weekly community thread where you can talk about the games you've been playing lately. What are your thoughts on these games, what did you like and what didn't you like, would you recommend them to others, etc. This thread is not limited to Metroidvanias only, feel free to talk about any kind of game!


r/metroidvania 7h ago

Image Is TOMBA! as good as you remember? - TOMBA! Special Edition Metroidvania Review

Post image
12 Upvotes

Hello, everyone! Please find below my review of TOMBA! Special Edition, a re-release of the 1997 PlayStation classic metroidvania TOMBA!, and one of the weirdest games you'll ever play!

A video featuring footage of the game alongside my commentary can be watched here: https://youtu.be/4Tej6cMq-1E

For those who do not want to watch the video:

Price: 19.50 Euros

Completion Time: 10 hours (about 90% overall completion rate).

Platforms: PC, PS4, PS5, Nintendo Switch

Me and Tomba!, or Tombi! as it was known in Europe, go way back, with my younger self having spent countless hours playing its demo on the PlayStation before managing to gather enough allowance money to purchase a copy. That being said, as much as I loved it, its elevated difficulty didn't allow me to complete it back in the day, something that always bugged me when the game would revisit my recollections from time to time. And so, imagine my surprise when I learned that a special edition of Tomba! would be coming out in 2024, giving me a second chance at redemption and, after having spent several hours with it, I'm glad to finally scratch that goal from my nostalgia bucket list.

Now, the question that remains is, does Tomba! hold up in today's reality, or did my young mind back then and nostalgia goggles later on build it up to be something more than it actually was?

Pros:

- In my humble opinion, the land of Tomba! is one of the most entertaining and bizarre places I have ever traveled across. There's a good number of diverse biomes that you will be called to explore, from colorful villages to windy mountains, all the way to lava caverns and a haunted mansion, just to name a few, all of them filled to the brim with some of the weirdest and most obscure secrets and quests that I have ever seen in a game, something I will expand upon in a moment.

- The map of Tomba is divided in layers, meaning it allows traversal, both, in side-scroller fashion as well as in depth, which sets the tone for some interesting exploration and secret discovery without ever coming across as overwhelming. It's really hard for me to stress how ahead of its time this open world was, with every aspect of it holding meaning and every nook and cranny potentially hiding some weird item, character, or strange locale, most of which usually end up initiating an event for you, which leads us to one of the core ingredients of Tomba!

- Almost all of your time in the game will be spent trying to solve events that will keep popping up for you, which is essentially the title's equivalent to quests. On a very basic level, event completion is all about a combination of talking to the right NPCs or finding the right points of interest, with you then having to find and use certain items on the aforementioned NPCs and points of interest for interesting things to happen, a process that can range from incredibly obvious to bafflingly bizarre, with certain events being very easy to complete while others making very little sense. The majority of said events are optional and not necessary for game completion, though the ones you do need to finish in order to complete Tomba! follow, for the most part, the same mentality of item seeking and appropriate usage.

Completing events grants you ability points which sort of function like the game's currency by having you barred from accessing certain areas or being unable to have meaningful conversations with some NPCs unless you have acquired the appropriate number, though, in all honesty, I never felt restricted by this and had consistently already gathered the necessary points by the time I came across such situations. This event completion process is more or less what the game's exploration is built around, and also what makes said exploration so exciting since you never truly know what you're going to find next, which keeps things fresh and engaging.

On that note, and with Tomba! actually being a metroidvania, said exploration is complemented by the need to acquire new abilities that will open up new paths for you, some of which you learn, such as swimming, while others you need certain items to bring forth, such as using a parasol to glide across the air.

- Tomba! features a total of three different ways to move around the map, starting with some special keys that immediately teleport you to their owners, before giving you some consumable feathers that allow you to choose where you want to go from the places you have discovered, all the way to an amazing flying dog who does the same but doesn't run the risk of being depleted, like the feathers do.

- On combat, Tomba! does feature a limited range of armaments for you to take down your enemies with, though nothing truly impressive. Basically, you will be able to find a few different ranged weapons of gradually increasing damage output in the form of boomerangs made of different material, as well as three different optional elemental gems after you have leveled up certain attack aspects of your character by defeating different types of foes, though, by far, my favorite and most fun attack is the bite from above. Essentially, you can jump on top of your enemies to grab hold of them with your hands and teeth, and then fling them in the direction of your choice to hit other enemies or environmental items, an attack that never got old. Defeating enemies also provides ability points, so they are another source of this currency aside from events.

- Boss-wise, I was both entertained and underwhelmed by the big bads I got to fight in Tomba! Even though each one of the evil pigs has its own attack patterns and arena design, they all have the same way of being defeated, which is to grab them and toss them in a rotating bag by timing your throw correctly. While this was actually fun to do, I would have liked a bit more of a battle necessity here, maybe to weaken the pigs before being able to throw them in the bags, since, as things stand, I was able to capture one of the pigs in less than a minute after immediately grabbing him and timing my throw perfectly.

That being said, perhaps the most exciting aspect of these boss fights is the fact that you actually feel a sense of accomplishment and progression once you have beaten them, since each boss captured results in an area of the world being purified of their magic, providing hard proof of your achievement.

- Perhaps the two most important elements introduced in the special edition of the game are the ability to rewind time in order to redo a section, which I never used, as well as the ability to save wherever and whenever you like, which I used all the time. That pretty much means that you can immediately save before attempting a challenging acrobatic segment and, if things go south, reload and try again, which also spares you your lives, one of which you lose whenever you die.

- Extra content featured in this edition includes a remastered soundtrack, which I adore, many different nostalgia offerings, such as the original advertisements and artwork of the game, as well as some awesome small video documentaries and interviews.

Cons:

- When it comes to events, this particular element is perhaps what Tomba! is best known for, something that I mainly attribute to the weirdly esoteric nature of a lot of these missions. Essentially, you don't really get any guidance when acquiring an event, but rather a vague statement of what you are supposed to do, and it is up to your memory, perception, and observation skills to figure out how to solve them. As a matter of fact, lack of guidance is one of the main things this game goes for, and also one of the two deciding factors why I consider it to be quite challenging to complete.

- Item management and usage is of paramount importance here, and this is where one of the main negatives of the game comes into play. Every single item you gather is added to a list you can access via the game's menu. The problem here is that item management is almost non-existent and mostly happens by item type, which means that, after having gathered tens of these items, it can be a nuisance to scroll through the different pages in order to find the one you want. This becomes painfully evident when it comes to equipable items, some of which you will have to unequip to get rid of their effects - such as the aforementioned parasol - instead of incorporating some sort of quick slot for said ability.

- The overview map itself is not particularly helpful and quite clunky to use in order to determine exactly where you are, though it is pleasant to the eyes with all its diverse hues.

- Exploration is complemented by the existence of treasure chests you can find and open in order to acquire different items as well as health upgrades, though in terms of said health upgrades I found it odd that while your health increase caps at 8 points, you are still able to find health fragments that, unfortunately, bear no meaning to you aside from getting an achievement.

- In terms of platforming, that is the second aspect of the game that adds to its difficulty in an unintentional way. Platforming in Tomba! is quite freeing, since you can make high jumps and climb on walls from early on, but at the same time it's incredibly clunky and will make you feel like you are controlling an ice cube instead of an actual person. You will frequently find yourself slipping off platforming ledges without meaning to, especially in situations where your target platform has rounded edges, though, thankfully, Tomba! mostly grabs himself from said ledges when that happens so you won't always meet an untimely end, which is quite possible given that the game features insta-death pits, that don't pair well with janky movement. There's an especially frustrating segment in the windy mountain region that accentuates this problem by truly making you feel like a piece of paper at the mercy of the drafts, which was probably my least favorite part of the game. Thankfully, your ability to save anywhere and anytime mitigates this issue a lot.

- The thing that became quite noticeable by its absence in this edition was a lack of widescreen support. Even though there was a small upgrade in the resolution as far as I could see, there is no option to go widescreen, meaning you will have to play with two bars on either side to emulate the initial aspect ratio, which I thought was truly a missed opportunity.

- I also came across a bug in one specific area where the music would suddenly stop playing, which was a bit jarring.

TL:DR:

Tomba! Special Edition was a wonderfully nostalgic experience for me, and one that proved that the game withstood the test of time in surprising capacity. I loved the exploration of its world, I adored its absurd characters and wacky vibe, I enjoyed the boss fights and the sense of accomplishment that followed their defeat and found its lack of guidance to be a welcome challenge. Item management could have used more work to be more efficient, as could the overview map, the clunkiness can be frustrating at times when it comes to platforming, the boss fights could have used an extra layer of challenge, some of the events could have been less obscure in their solution and I think widescreen support should have been a given, but the game still managed to impress me with how well it held up over the past 28 years.

Tomba! Special Edition is by no means perfect, rather it is definitely a flawed experience, but if you're willing to look past its rough edges you'll be rewarded with one of the most densely packed and unique adventures you've ever experienced in a Metroidvania game.

Final Grade: 8/10

So, did anyone play this in the past? Have you tried this Special Edition out yet?


r/metroidvania 46m ago

Beat Metroid Super Subversion

Thumbnail
gallery
Upvotes

Did my first blind play through of Subversion and I don’t think I did too bad. There was a lot of backtracking and the bosses new mechanics made it difficult but overall it’s a solid 9/10 rom hack and would definitely recommend! Now time to attempt 100% on hard mode


r/metroidvania 1d ago

Video One of the most frustrating and difficult bosses I've ever done.

Enable HLS to view with audio, or disable this notification

201 Upvotes

Definitely a boss I regret even attempting. the win was worth it, i think. (THIS IS A MOD, NOT A VANILLA BOSS WITHIN HOLLOW KNIGHT!)

!!Shattered Quasar is a modded radiance made by talezshadid to downtune the impossible any radiance 3.0 mod!!


r/metroidvania 7h ago

Video Mask of Soul - Metroidvania Review + Tier List

Thumbnail
youtu.be
4 Upvotes

A PARRY good time!
_______________________________________

Who is the Metroidvania Guru?

A dude who plays Metroidvanias and talks too much. Probably takes the genre too seriously.​

Number Score = 7.5/10

Tier Placement = C-Tier


r/metroidvania 17h ago

Article Thoughts On All of the Igavanias Spoiler

Thumbnail gamesthatmademewhoiam.wordpress.com
21 Upvotes

Just my thoughts on the Igavanias after playing through all of them, both individually and as a whole, and also in relation to each other. I was originally gonna post it directly here, but it turned out to be too long since the coverage of each game could have been its own post, and I still think it works best to look at them all together, so here it goes.


r/metroidvania 20h ago

Discussion Which metroidvania has the biggest map?

36 Upvotes

The last post I saw about this subject is two years old, and two years is a lot of time in this subgenre. So, which metroidvania game now has the biggest map?

Among the ones I've played, it's between Afterimage and Silksong(with La-Mulana 2 not too far behind), but I have never replayed Afterimage and it's been a few years since I played it, so I'm not sure if it's bigger than Silksong or not. On these old threads, a lot of other people seemed to think Afterimage had the biggest map. Is that still the case? Or has Silksong surpassed it in size? Or some other recent metroidvania I didn't play? Or do you think an older one is actually bigger than Afterimage and any recent candidate?


r/metroidvania 22h ago

Image Well, I guess this is it for my first metroidvania

Post image
27 Upvotes

Although I was unable to finish pantheon 5 (and for the best, since after dozens of hours, I finally accepted that I should stop since I’m getting no enjoyment out of it anymore) I still feel very full and complete, the suffering and failure I experience in the last pantheon doesn’t even come close to dimming how much I love this game.

Maybe will some back at some point to try again but definitely not anytime soon, as I wasn’t nothing to do with that fuckass pantheon anymore lmao. Excited to watch the godmaster ending scenes and then get to Silksong in a couple weeks.


r/metroidvania 1d ago

Discussion Grime 1&2 and my recommendation for them!

Thumbnail
gallery
63 Upvotes

So I finished Grime 2 recently and am waiting for further updates, and I had a pretty fun time.

Though I'd do some kind of piece if it also makes others interested in the game.

The Grime series has been a favourite of mine, along with the Blasphemous and Ender games.

Both games are beautiful 2.5D metroidvanias with souls influence and elements in them, with great parry and weapon gameplay. Grime 1 was more centered around the parry mechanic as a whole, since it was needed to absorb enemies a certain amount of times to be able to unlock and build into passive bonuses called 'traits' that are crucial to the game and strengthening of the player. These traits are invested into with 'hunt points', primarily gained from killing elite enemies.

The main character of Grime is definitely one of the most unique designs out there, a tough humanoid body with a black hole for its head. The idea of items being absorbed and held inside the black hole and taken out when needed is awesome and something displayed by the incredible cinematic trailer. I won't speak much of it's nature and motives, since they're also very interesting to figure out while playing.

Grime 1 takes place in a gloomy, bleak, decaying and even melancholic, but surreal beautiful world. It has an organic and rock focussed theme to it. The world is obsessed with how it came to be, and its inhabitants try to understand and cope with the idea of their own existence, as existence brings them confusion and pain.

There's a huge weapon variety and multiple armors for boosts which also alter visual appearance.

The game also has stamina to manage and upgrade, along with the 4 other stats: health, strength, dexterity and resonance. While health and stamina should be built together and don't exactly affect weapons, except for the fact stamina is consumed by movement and especially attacking, the other 3 stats are built into depending on the kind of weapon the player likes. The weapons can also be upgraded throughout the run.

A lot of consumables to find and use to help boost yourself in combat.

There are different movement abilities also acquired through the game.

A big variety of enemies which are listed in a bestiary along with bosses, offering important lore on them as well.

The soundtrack is composed by Alex Roe and Sean Secca, the latter having done sound design and area ambiance. Incredible soundtrack and very fittingly crunchy sound design by Sean, hits just right.

Grime 2 released lately is an awesome followup and sequel that brings a lot of changes and they're well welcomed! I love when sequels bring about changes to the formula.

While parry was a big and essential part of Grime 1, it is something a bit optional, in the sense the game fundamentally doesn't demand parries anymore for a 'trait' mechanic. But it's still something you can build into and no less satisfactory to pull off. So those who might not find Grime 1's demand and need of parry appealing, it's much more accessible in 2.

Grime 2 changes stamina up and doesn't constrict movement and combat to it, making it something that boosts damage instead. Stamina is also now upgraded through item pickups found across the map.

Grime 2 also improves upon the map system and fast travel. In Grime 1 revealing the map involved discovering a beacon, however until you found it, the map would be completely blank. And fast travel was a boss reward in that game. In Grime 2 the player needs to unlock seals in an area itself to reveal its map and unlock fast travel for it. Even without unlocking seals the game now gives a bit of a general idea of the area.

There is no lack of weapon or armor variety in 2 compared to 1.

This game has a bit of a difference in stat upgradation compared to 1. There are 5 stats: Health, Strength, Dexterity, Diverging and Pliability. Excluding health the other 4 stats are primarily combat and weapon stats, with pliability also upgrading the parry damage.

While Grime 1's big highlight is its absorb parry, 2's highlight is the mold system which uses paint.

You can get temporary molds of enemies until you get a specific number and keep them permanently. These molds can be used to attack the enemy, or defend yourself and counterattack. Some of these create the mold in front of you, or transform you into the mold.

There are item molds as well which allow the creation of ways to attack enemies or to buff the player.

Grime 1 incentivized the parry, as a specific number of absorbs on an enemy allowed their trait to be invested in.

Grime 2 incentivises mold collection, as this unlocks further nodes and levels of the new skill tree system, the replacement of 'traits'. And these skills are invested into with the use of 'hunt pigments', the hunt points equivalent.

Consumables were plentiful in Grime 1 but without limit, which could cause the player to hoard them. Grime 2 does away with this by making them limited, but replenishable on save points.

While Grime 1's story and themes dealt with existentialism and the inevitable end of all, along with a world obsessed with the idea of its creation, Grime 2's world is obsessed with the act of creation itself and specifically, "Art". They've moved past the obsession of Grime 1's world, that of their own creation, and onto the obsession of creating themselves.

The world of Grime 2 is the culmination of a long history of artists, and therefore has a liveliness and colourful beauty to it that the world of Grime 1 did not.

This has led to the creation of some exceptionally beautiful world and area design. The tragedy and difference between these two worlds is clear when put against each other, how the sad and struggling world of Grime 1 is so different from this beautiful and artistic world that has become comfortable with the idea of its creation and now creates itself, in the form of art. But that does not mean Grime 2's world does not suffer from its own corruption and tragedies.

The story is also now more vocal in a way. Grime 1 had NPC dialogue and item descriptions to tell the world's story. It was more about listening. But Grime 2 has a big system of branching dialogue and the player gets to speak a lot more and make choices. It allows a more direct understanding of concepts and events.

The stories of Grime 2 and Grime 1 have a strong connection only in specific and few story aspects. Otherwise both games primarily explore very different worlds and their varied motives. Having played Grime 1 in advance also grants context on some fundamental world design concepts that are also present in 2.

The player character of Grime 2 is an art mimic, a stealer of forms. That is why it has the ability to cast molds of enemies and items, utilising paint as the currency for those. Just like Grime 1's character, it is set on destruction and consumption for its growth.

This time the soundtrack was done solely by Alex Roe, who has not disappointed whatsoever.

Throughout development Grime has had 5 developers, then 6 and finally 7 at the time of and creation of Grime 2. Grime 1 was a big feat for such a small team making their first big thing. And the efforts and hardwork of the team are made clear with this grander, more ambitious and larger sequel.

If you don't want to take my word for it, you can always check out the trailers and the store pages:

https://store.steampowered.com/app/1123050/GRIME/

https://store.steampowered.com/app/2529790/GRIME_II/

I initially wanted this post to be mainly about Grime 2, since I want it to do better and as good as its predecessor.

But I thought the best way to do so is to explain both the games and to introduce anyone interested to the series as a whole, how Grime 1 and 2 are connected and what all they do differently.

And I would also recommend playing Grime 1 before Grime 2, but even if you don't, it's not a big harm of any sort. Some things in Grime 2 will simply hit harder if 1 has been completed before.

And both games are on sale right now, so it would be a good time to grab them if anyone is interested.

Grime 2 also has a demo up in case anyone wants to try it out.

And all those who played Grime 1 and enjoyed it, I implore them all to also check out 2.

And Grime 1 had improved quite a bit from its launch through free updates, so if anyone didn't like it back then, give it another shot in the current day when it's fully completed and fixed!

I also don't really recommend Grime 1 on the Switch, it's port is unfortunately not very good. However the upcoming Grime 2 Switch port is said to be built better from the ground up so that is sure to be better.

Anyways, some other cool stuff for Grime 2 is also coming, like a digital artbook/sketchbook on Steam and further update to the game.

Also as a bonus, here's a post of the lead director discussing an area of Grime 2 and the idea and elements surrounding it with some concept art:

https://www.reddit.com/r/worldbuilding/s/dZJgIE80ZM


r/metroidvania 1d ago

Discussion What do you think is missing in metroidvanias nowadays?

20 Upvotes

We are living in a golden age for metroidvanias imo but i was wondering if there is something that hasn't been delivered in recent (and not recent) games in terms of gameplay


r/metroidvania 1d ago

Image Anyone knows when this gets released. It shouldver released 14UTC but its not there

Post image
35 Upvotes

on steam now it says available soon.. Im waiting for a couple years now, really want to get some Info

Greetings


r/metroidvania 22h ago

Discussion Castle in the Darkness page help

6 Upvotes

Im talking about the one in the castle entrance behind the false wall with the lone "goomba" in the room. Every guide i look up says to stomp on the goomba and then jump again which ive tried a million times to no avail. I even tried luring flies from several screen prior but thar doesn't work either. I have 99% percent completion and this page is literally the last thing i need.

This one

r/metroidvania 2h ago

Dev Post Wishlist my 2.5D metroidvania game Yora Emerald !

Thumbnail
store.steampowered.com
0 Upvotes

Yora Emerald is a mature 2.5D sci-fi action-platformer and Metroidvania. Switch instantly between an agile form and the combat armor to battle through a clandestine facility. Master methodical combat and navigate hazardous biomes to rescue your sister-clone.


r/metroidvania 1d ago

Dev Post Some UI improvements we made based on the feedback we got from here for Fading Light

Thumbnail
gallery
17 Upvotes

r/metroidvania 1d ago

Article We've been quiet , but we've been building. 🐐✨

Post image
16 Upvotes

r/metroidvania 21h ago

Discussion Pragmata - Capcom (not a Metroidvania)?

2 Upvotes

This game is scratching some Metroid cravings for me, here’s why…

Persistent branching path open world that allows backtracking.

Many secrets gated behind skills upgrades (requires revisits).

This is a great game on its own merits, but if you Metroid like I Metroid - you’ll love it for that aspect too.


r/metroidvania 1d ago

Discussion I need more games in this genre

4 Upvotes

My favourite game of all time is hollow knight with nine sols as a close second - hollow knight for the combat and em sense of exploration and nine sols purely for the combat.

I finished Ori and the blind forest recently on hard mode but it was too easy and whilst I enjoyed it there was no challenge - I am now playing Ori and the will of the wisps and whilst that is harder om still finding it fairly easy on hard (I js got to the frog boss (forgot his name Srry) but I’m on holiday atm of writing this so I can’t continue for now.

I like a challenge in a game even if I get stuck on it for a while (I js beat p5 on hollow knight, preferably not that level of difficulty because I took long breaks because of that but a level of difficulty that high is usually late game so don’t worry if it has content like that) because it feels good when I beat boss’s and when I feel like I have improved with the games combat system

Edit: forgot to mention I have also finished the main story of Silksong recently with like 96% completion


r/metroidvania 1d ago

Discussion Laika: Aged Through Blood

4 Upvotes

Playing it again and its a great game. Different than all the other MVs out there so give it a try!


r/metroidvania 1d ago

Discussion MVs like OG Metroids?

6 Upvotes

Like many others, SOTN was a formative gaming experience for me, and instilled a lifelong love of the genre. I've since played some of the new school big names like Hollow Knight, Blasphemous, Ori, Guacamelee, Steamworld Dig, Axiom Verge. However, I have never played any of the original Metroids.

I know there are many homages to Castlevania in modern MVs, so I want to ask what modern MVs would give me the most Metroidesque experience? I did try Axiom Verge which I suspect is close to OG metroid, but it felt a little too old and clunky. Now that I think about it, I do have Metroid Dread on my Switch, but Ive been trying to migrate my library to Steam so would prefer recs for Steam instead.


r/metroidvania 1d ago

Discussion Are Castlevania Lament of Innocence and Curse of Darkness good 3D metroidvanias worth playing?

2 Upvotes

Or are they just generic hack’n’slash games?


r/metroidvania 8h ago

Discussion Hot take: hollow knight silksong is better than the first game

0 Upvotes

Just my thoughts


r/metroidvania 1d ago

Discussion Going into Silksong after failing to beat the pantheon of hallownest

41 Upvotes

It’s been about a month since I gave up on pantheon 5 after dozens and dozens of hours worth of failure, for all this time I’ve been plagued by a feeling of incompletion that prevented me from going into Silksong with a clear conscience because of my obsession with completionism. Today though, I gave the pantheon another attempt and fully came to terms with the fact that this challenge is simply not for me and I shouldn’t struggle with it anymore. I know this may be silly but I’m very content to finally be at peace and excited for Silksong.


r/metroidvania 1d ago

Discussion are solateria bosses among the hardest?

5 Upvotes

highest difficulty,

start from verita,

baran,

despaired chasa.

where do you put them among eigong, lost lancer, absolute radiance, heroic endless, thalamus etc?


r/metroidvania 1d ago

Discussion Switch 2 metroidvanias

0 Upvotes

Finally got a Switch 2...

Haven't been playing too many MVs lately (I think silksong is the last one I played) or paying attention to what's been coming out, but I'm having the urge to play a good one.

So what are your recommendations? Either for brand new MVs or for older MVs that are way better on the switch 2 than the switch 1 (with or without a paid upgrade pack)

Thanks


r/metroidvania 2d ago

Discussion 10 Upcoming Metroidvania Games On Steam

Thumbnail
gallery
69 Upvotes

Below are upcoming games tagged Metroidvania sorted by release date!

I've filtered out a few that were just borrowing the tag, but I'm still not 100% with Broken Reality and whilst Silver Pines has been flagged as more Resi that Vania before, it does have some item gated progression and other vania mechanics? Lmk, idk if enjoying the demo is making me more charitable

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#1 - Broken Reality 2000

Get ready for a new adventure in the world of NATEM! Explore beautiful worlds, solve puzzles with new tools and meet wonderful people in this journey through a digital universe full of secrets in search of someone special.

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#2 - Tac-Tums: DreamQuest

Tac-Tums: DreamQuest is a cozy but challenging pixel art action-platformer. A young boy enters his dreams to rescue his Yaya. Explore magical worlds inspired by Venezuela, overcome enemies, puzzles, and platforming challenges, discover new powers as you advance through this retro adventure.

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#3 - Southpaw Outlaw

Hunt ghosts and monsters using crayons, stamps, and art supplies as weapons in a wild-west cat-driven art world! This Metroidvania puzzle-platformer souls-like adventure is full of things to collect and defeat! Not only will you have to hunt monsters but also have to solve puzzles and grow stronger!

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#4 - Fantasy Network

Join Lyn in a colorful, cartoonish world of Holua where "Likes" are the ultimate power! Explore a non-linear world, master umbrella-based combat, and smash your way through talent-show boss battles. It’s a metroidvania with a social media soul- no subscription needed.

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#5 - Runic Curse Remastered

Runic Curse Remastered is a thrilling action RPG Metroidvania that transports you to a cursed island. Explore dark and diverse locations, battle hordes of enemies and mighty bosses. Forge your own playstyle by combining various weapons with magical runes to overcome all challenges.

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#6 - The Shadow Cosmos

A 3D metroidvania with retro aesthetic. As master peacock, delve into a mysterious, dream-like world with non-linear exploration and progression, stylish and challenging fights with a powerful halberd, tricky parkour and puzzles. Collect shadows, unleash darkness.

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#7 - RE:AKTOR

RE:AKTOR is a metroidvania about going fast and rewinding time. Race the clock, unlock new abilities and shortcuts, and solve temporal puzzles. Tear through walls and enemies with damage that scales with momentum, and punch ever deeper into a mysterious underground facility.

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#8 - GUN MONKEY!

Help your fellow monkeys escape back to the jungle by gunning your way through obstacles and challenges. Test your skill in a open environment and find your way home! Choose how you want to play, save companions (or don't) and unlock guns that help you traverse the world!

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#9 - Silver Pines

Silver Pines is a survival horror metroidvania set in small town America. Fight nightmarish terrors and solve puzzles, while carefully managing your scarce resources as you uncover the mysteries that could hold the key to redemption.

➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖

#10 - Little Beast in the Big Maze

A fantastical, atmospheric Metroidvania platformer where you jump, fight, and expand your abilities to escape your exile and confront the beastly Queen who banished you. But will this fairy-tale end with you becoming a hero, or a beast?

---