

The question then becomes, are there any more stories still worth telling in the world of Guacamelee? Simply having El Diablo's Domain accessible as a selectable menu item on the title screen was unacceptable, as it was important that the level have some narrative element and should feel like it is a believable and appropriate location in the world. let's go ahead and drop in a new level right here, next to the windmill

Each one tests the player's familiarity of a specific ability and sometimes requires the player to think of new ways of using their abilities in ways that are never explored in the main game. Because, at its core, a Metroidvania game is about the character growing in power and expanding their abilities, I felt that it was important that the player be given a chance to let loose and put their personified "Swiss Army knife" to use.Įach of the challenge rooms of El Infierno features a focus on a very specific aspect of the character's abilities. With that much figured out, I very quickly came up with the concept that the new DLC level should provide the player with an opportunity to use and experiment with all of their abilities. We came to the conclusion that it would be best to present the new level as a "side area". Ultimately, it was decided that the DLC level must not disrupt the game's overall progression path. Putting extra health and stamina pick-ups in a DLC area could throw the overall player growth out of line: having too many could make later parts of the game easier, and having none could make the area seem inconsequential and not worth the effort. You also have to be aware of the implications of adding additional collectible items to this extra level. The first issue that had to be addressed, before planning and content creation could even begin, was figuring out exactly what DLC for a Metroidvania game could possibly be! I spent quite a lot of time during the pre-production phase of El Diablo's Domain thinking of how gameplay content could be added to such a meticulously crafted world.Ī great Metroidvania game is so carefully put together with inter-connected areas filled with secrets and a carefully planned progression path, it would be irresponsible (and likely completely disastrous) to simply drop-in an additional level right into the middle of the world.
#Guacamelee chac mool how to
Creating DLC content for a Metroidvania game proved to be an interesting challenge, while also keeping in mind what the essence of Guacamelee! was, and how to best expand on its established mechanics and design ideals. Designing the DLC level for Guacamelee! was my first chance at creating a significant amount of content for the game from scratch.

Guacamelee! has been an amazing project to be a part of, easily the brightest highlight of my career so far.įor the game's initial release, I aided with some level design and designed and implemented the game's side-quests.
