Metroidvania prototype with pre-rendered graphics and a screen rotation mechanic

HTML5 / Linux / Windows:

Hello!

After years of learning, experimenting, and starting over countless times, I’m happy to finally share the first public alpha prototype of Viraen.

The original idea dates back to 2020, during the COVID-19 pandemic, when I started learning Godot and Blender. Over the years, the project changed many times. At first, it was meant to be a mobile game, this explains the concept of screen rotation, which originally used the accelerometer. However, I never managed to make something that felt truly fun.

Eventually, I combined that idea with another dream of mine: creating a metroidvania. That’s when I finally found a direction that felt right.

This early version contains only a small world to explore, three enemy types, and one boss, but I hope you enjoy this little glimpse into the world of Viraen.

Suggestions, bug reports, and feedback are always welcome!

Thank you in advance for your attention and sorry for anything

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What you have already is full of fun ideas, with lots of potential for both slightly unusual platforming, and puzzly exploration. That sounds like a great mix for a metroidvania game :slight_smile:

What direction are you headed in, if you’ve decided? I mean in terms of combat vs exploration, puzzle-like navigation vs more straight-forward… the core of the gameplay. I think the style suggests something more thoughtful and less twitchy, but you could go many ways.

By the way, do the different colors of bee do anything currently? I like the idea, but didn’t find much for them in the current build :slight_smile:

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Thank you! I’m very happy to hear that!

Exploration and discovery are definitely the main focus. Combat and precision platforming are also important, but I want exploration and curiosity to take center stage. My goal is to create a small world that encourages experimentation and discovering new ways to navigate using gravity mechanics and abilities, including those of the beemerangs.

So, I would describe it as something more thoughtful and atmospheric rather than frantic, exactly as you described.

Regarding the bees (beemerangs), yes! They already have different functions in the current prototype:

  • A normal beemerang is used for ranged attacks, although it’s much weaker than the close-range attack.

When infused with pollen, they transform:

  • Pink/Red: heals.

  • Blue: freezes enemies, turning them into temporary platforms.

  • Green: provides light and helps guide the player through a labyrinthine area.

  • Yellow: electricity, used both in combat and to activate the factory.

  • Orange: transforms into a floating platform.

  • Purple: creates a powerful explosion that can destroy certain obstacles and even harm the player.

Using a transformed beemerang consumes the pollen, reverting it back to its normal form. Because of that, the beemerangs function almost like the game’s inventory system.

I would like to expand their uses even further in the full game. The prototype’s level design is still quite simple, but my intention is to build a larger world and create spaces that work as “invisible tutorials”, allowing players to naturally discover mechanics and possibilities through exploration.

Thank you again for taking the time to try the prototype and share your thoughts. I really appreciate the encouragement and the thoughtful questions. They mean a lot and help me better understand the direction I want to take with the game.

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Sounds great with all the different features for beemerangs. I’m looking forward to exploring a bigger map :slight_smile:

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I’m currently taking a short break to play the prototype myself (trying to experience it as if I didn’t already know the game) and to listen to and gather feedback.

I plan to dedicate this month to that, but next month I hope to jump back into the project with full force!

Thank you again for all the encouragement. It really means a lot!

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