Star Child Dev Log #12
Jay Ingle - lead developer, designer, and artist:
I have done a lot of research into 2d platformer game structure lately. I found 3 primary types of game structure in sidescrollers.
1. Level Select. These are mostly old school, or very retro-inspired games, where you choose your level either from an overworld (Super Mario World), or from a simple level select screen (Mega Man, Super Meatboy). These are mostly linear, but you are often given some choices in your path.
2. Pure Worlds. Every modern Metroidvania plays it straight. You are put into the world, and ALL mechanics are inside the world itself. A level select screen is from a VIDEO GAME. This is not a video game, this is a REAL WORLD. No video gameyness here.
An alternate version of the Pure World is where you have a hub area that you move around in, like a more interactive overworld level select screen, that your character can freely more around in. Hard to think of examples right now but uh, Quake 1? This is the same as a level select overworld, but presented as part of the actual game world itself.
3. Roguelikes. Randomized dungeon runs. Often with an in-world hub area where you shop and prepare for the next dive (Dead Cells).
The plan for Star Child from the beginning was for a Pure World. Your standard Metroidvania world. Somewhere between Metroid and Super Metroid in terms of complexity. This is a crowded genre. How can 1 indie dev compete with the giants of indie platformers? If I try to do the same, Star Child will only end up being a less-good version of bigger games.
When I recently started serious level design for Star Child, ironing out the flow of the experience, the game really started letting me know what kinda game it wants to be. Star Child wants to be a fast, fluid, action platformer. But Star Child does not want to be a pale imitation of giants. Star Child wants to subvert, surprise, and delight.

I have done a lot of research into 2d platformer game structure lately. I found 3 primary types of game structure in sidescrollers.
1. Level Select. These are mostly old school, or very retro-inspired games, where you choose your level either from an overworld (Super Mario World), or from a simple level select screen (Mega Man, Super Meatboy). These are mostly linear, but you are often given some choices in your path.
2. Pure Worlds. Every modern Metroidvania plays it straight. You are put into the world, and ALL mechanics are inside the world itself. A level select screen is from a VIDEO GAME. This is not a video game, this is a REAL WORLD. No video gameyness here.
An alternate version of the Pure World is where you have a hub area that you move around in, like a more interactive overworld level select screen, that your character can freely more around in. Hard to think of examples right now but uh, Quake 1? This is the same as a level select overworld, but presented as part of the actual game world itself.
3. Roguelikes. Randomized dungeon runs. Often with an in-world hub area where you shop and prepare for the next dive (Dead Cells).
The plan for Star Child from the beginning was for a Pure World. Your standard Metroidvania world. Somewhere between Metroid and Super Metroid in terms of complexity. This is a crowded genre. How can 1 indie dev compete with the giants of indie platformers? If I try to do the same, Star Child will only end up being a less-good version of bigger games.
When I recently started serious level design for Star Child, ironing out the flow of the experience, the game really started letting me know what kinda game it wants to be. Star Child wants to be a fast, fluid, action platformer. But Star Child does not want to be a pale imitation of giants. Star Child wants to subvert, surprise, and delight.
