genre

Use when

Designing an interconnected exploration game whose progression is spatial — abilities as keys, the map as the meta-puzzle.

Metroidvania

What it is. One continuous world, not a level list. You explore, hit a locked door (a wall too high, a gap too wide, a gate keyed to an ability you don’t have), and file it away. Later you earn the key — and the world you already walked opens up beneath you. The map is the real progression bar.

Player fantasy / why it’s fun. “I remember this place.” The double-jump you just earned is a memory of a dozen ledges you eyed and left. Power is measured in where you can now go, and the world rewarding your growth feels like the world was waiting for you.

Pillars

  1. The locked-door promise. Every gate you can’t pass is a promise the game will let you pass it later — and keeps. Gates really gate; abilities really open. A gate you can cheese breaks the contract (FUN.md §3 demands negative proofs).
  2. One connected world. Not levels — a place. Shortcuts fold back, biomes interlock, and the joy is holding the whole map in your head.
  3. Ability as key and as verb. Each unlock changes both where you go and how you move/fight — a double-jump is a key to high ledges and a new combat option at once. (Celeste’s abilities do exactly this to its movement envelope.)

The loop stack

ScaleThe loop
MomentTraverse a room; test a gap; note “can’t yet.”
EncounterReach an ability (often behind a boss/miniboss) → the room that teaches it → the first gate it opens.
SessionSweep a biome: open its gates, find its shortcuts, beat its guardian, leave with one new key.
MetaThe whole map fills in; optional collectibles and sequence-breaks reward mastery of the geography.

Essential systems

SystemWhy it’s needed
system-progressionAbilities are the power curve; each is a discrete, world-changing unlock, not a stat bump.
system-boss-designGuardians gate abilities; the fight is the ceremony of earning the key.
system-save-and-checkpointThe world is persistent; save/load must round-trip the full map + unlock state (FUN.md §3 asserts the hash round-trip).
system-onboardingThe room right after each ability must force its use — teach the verb before the world demands it.
system-skill-treesOptional: layer optional upgrades over the mandatory ability spine for build texture.
system-collectiblesOff-the-critical-path secrets give the fully-powered player reasons to re-sweep the map.

Content & difficulty model

Reference wiring: no shipped example is a full metroidvania yet — compose the spine from the living parts. Model the gate-and-branch world graph as a proven pure structure the way examples/sokoban splits logic from view, and hold each ability to the movement-feel floor of examples/small-flame.

Signature-mechanic seeds

“X but Y” (process-the-twist) — bend the key, the map, or who holds it.

Common pitfalls

Anchors

Verify

Prove it with FUN.md §3 · Metroidvania — bot full-run with abilities; both-ways gate proofs (best ungated maneuver fails, gated passes); save/load hash round-trip; clean room-transition triggers. Design the lock-and-key world here; prove the doors there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.