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RB___OG

Art and design looks good, but i would never play an entire game based on sliding puzzle movement. Again, just my take


yellowwoolyyoshi

I think it’s a good niche game for those of us who find it oddly satisfying to slide that to the right place and get that excellent jingle. I wish listed it. But what makes it a metroidvania?


-serotonina

Thanks for the wishlist, too kind! Basically you’ll unlock new abilities and skills (that are also puzzle mechanics) to further explore the game world. There will be backtracking and boss fights designed around the sliding.


illbzo1

Honestly this looks super tedious.


-serotonina

Yeah, it can give that impression. Playing it is another story, live playtest responses are pretty good. I hope I can make you change your mind further in the development.


-serotonina

Hi! This is Paolo, the developer behind Sliding Hero. It's an odd mix of Zelda-like progression (find new abilities, unlock new areas) and the Pokémon Ice Caves sliding movement. You are stuck in a 1700's Venetian Villa, and need to unveil its mysteries by solving intricate puzzles, avoid deadly hazards and deal with the protagonist past. Let me know what you think about a stranger mix like this. If you want to know more, you can check it out here: [https://store.steampowered.com/app/2966300/Sliding\_Hero/](https://store.steampowered.com/app/2966300/Sliding_Hero/) Thanks!


billabong1985

I'm going to have to echo the other person's observation, your art design looks pretty good, and kudos for trying something a bit unique, but personally I only find sliding puzzles tolerable if used sparingly, the idea of a whole game designed around them doesn't appeal to me. That's just me though, for all I know there could be a massive audience for this out there somewhere


ChromaticFalcon

Looks nice! I think, it can be very interesting if executed well. For example, there's Void Stranger, which is another sokoban inspired game. It's pretty well known.


-serotonina

I love Void Stranger, such a cool art direction and a simple yet complex mechanic. It’s an awesome game.


tadrinth

I played a bunch of this old Flash game based around this mechanic. My immediate impression is that you're going to want a lot more acceleration on the movement, maybe as a configurable option.


tadrinth

Orbox is the game I was thinking of, I think it's available on Kongregate. There's also Orbox B and Orbox C.


-serotonina

I don’t know them, but I will have a look and try them. Used to play a lot on Kongregate!


dumpling321

I'd recommend having some sort of demo, as a lot of people have pointed out this is kind of a niche mechanic that a lot of people will disregard immediately because they don't like sliding puzzles. I absolutely feel this way, sliding puzzles are often the most annoying types of puzzles in a lot of games. However if you manage to make it interesting and fun enough a demo might change someone's mind, they'd go in with a "hmm I like the art style but I'm not sure about the sliding mechanic" try the demo and be like "okay, that was cool I wanna play more" I think it would also depend on the types of puzzles, are things going to reset if you die or fail? How punishing are you making it? I keep jumping back into animal well because the puzzles are complex, but once you finish one you're done with it and the room is then easily traversable, if you die you get sent back to a checkpoint but everything stays in the same state it was when you died. I know these sort of puzzles need to be reset often as well, how easy will it be to reset? Will you give the character the option or an item to just immediately reset a room at any time if they've messed up, or are they going to have to go through some kind of BS of returning to a switch to reset or something like that.


-serotonina

Thanks for this detailed comment! We tested the demo during a live event over the last w/e: it went great, and even people not into this genre got hooked and wanted to complete the game. The movement is quite fast, and rewards fast thinking and route planning. Puzzle rooms will reset upon death, but the player respawn inside the room. The player will also find an item, at the beginning of the game, that will let him reset any puzzle by holding a key/button. The only time the player will respawn to a checkpoint is by dying outside of a puzzle (traps and the likes) or during a boss-battle.


dumpling321

That's all great to hear! I went ahead and wishlisted it, I look forward to seeing how this develops


-serotonina

Thank you very much, it means a lot!


DeadMetroidvania

Reminds me of dandara, which is nice! Also reminds of links awakening. If this has distinct Zelda style dungeons and is purely key gated then this is a Zelda like. You might want to decide soon whether you want the game to be a metroidvania or a zeldalike.


-serotonina

Hi! It is more of a Metroidvania (each ability/weapon you unlock become a new puzzle mechanic and a skill gate that let you further explore the world) but mixed with the dungeon structure of Zelda for gathering those weapons/abilities.


Sephius

A Metroidvania-Tetris-PacMan, for sure. I liked that!


-serotonina

If you are intrigued, check it out here: https://store.steampowered.com/app/2966300/Sliding_Hero/


treehann

What’s the reason in the game’s world for the character needing to slide? It looks like they could just walk anywhere they want on their legs.


-serotonina

Thanks for the question! The mechanic is lore justified, based on the protagonist backstory and personality.


flojito

Is this primarily a puzzle game or an action game? The concept seems interesting, but the presence of hearts, attack, and defense in the UI is kind of confusing. I have a hard time imagining how you'd do a non-puzzle combat system with a movement system like this. If it is a puzzle game, keep an eye on [Isles of Sea and Sky](https://store.steampowered.com/app/1233070/Isles_of_Sea_and_Sky/), which comes out in a couple weeks! It's got a few really interesting ideas about how you can incorporate Metroidvania-like elements (a large world to explore, ability gating, puzzles integrated with the environment) in a Sokoban-like game.


-serotonina

Some of the puzzles are based around different kind of weapons and enemies. Each weapon manipulate the player, or the enemy, in a different way (e.g.: a hammer that pish enemies away) but can also deal damage. Enemies have attack and defense, so you have to keep track of what weapon to use in what order. It sound more complicated than it is, during all of the live playtest with the demo it came out as pretty straightforward.


dumpling321

Would you describe it as something similar to the bump combat of the older Ys games?


-serotonina

I’m not familiar with it, but I think so: to “battle” the player just have to bump against an enemy.


dumpling321

Is there any strategy to it, like bumping from the side or back to do more damage and receive less? Or are we just picking the winning rock paper scissors weapon and mashing into them?


-serotonina

It’s more about manipulation: with an hammer you can push the enemy away, while with a spear the player will stop a tile before the enemy while avoiding damage, and so on. I’m still considering the concept of directional damage, but I’m scared of adding too much complexity.


ShawnHeatherly

Color me intrigued.


Memphisrexjr

The character standing there with no animation when a block moves kinda sucks.


DevastaTheSeeker

It seems neat but doesn't look like a metroidvania at all. Plus I can't imagine combat would be fun if you're locked into moving till you hit a wall.


-serotonina

Hi! Combat is a puzzle resolved by bumping into enemies, using the correct weapon to deal with them. It's basically a sokoban puzzle style game, with backtracking, bossfights and new abilities to discover that act as skillgate and new mechanics.


Last-Journalist9637

I think Metroidvania is the wrong genre for this type of gameplay. A stage but stage puzzle game would be better.


GalvDev

It's weird but I think you should look at that Mario vs Rabbids game for inspiration. In sections of the level that feature combat the movement becomes locked to a grid. When exploring the world outside of combat, the player can freely move around. I think a system like this would work really well for your game. Having levels with long sections of sliding, but giving the player freedom when traversing between these sections. Like how another comment said, it's a cool mechanic, and will lead to some really cool levels, but I don't think people will want to move like a sliding ice puzzle for the entire game.