Procedural Metroidvania “Skytorn” is Cancelled

It’s been awhile since we’ve reported on Skytorn, the procedurally generated metroidvania game from indie developer Noel Berry. While the game took a backseat to Celeste, it’s now cancelled entirely.

The news comes via a Medium post by Berry, where the developer said they struggled with balancing the random, procedural nature of the metroidvania game and maintaining some kind of story to follow.


Here’s a blurb on the cancellation:

The procedural elements always clashed with the Metroidvania themes, and I didn’t know how to design around that. The story & progression slowly became much more linear as a result of being unsure how to tackle an open & randomized world. Taking out the procedural parts felt like it defeated the purpose of what the game was, so as it shifted towards a more linear adventure, the procedural map stayed but simply got more and more constricted, until the proceduralness of it didn’t really mean anything — it was just… there. And this is a LOT of overhead for basically no payoff. Why make a procedural game at all if you don’t really get the benefits of it being procedural?

But we kept working on it, polishing it, adding art and content, to what was ultimately a broken core. I thought that we could keep working on it and be able to restructure the gameplay as we went, as we really figured it out. But at some point you have all these systems and then changing anything at the lower level becomes a lot of work.

If we were to finish Skytorn I believe it would require us to throw away a lot of the code & gameplay design. A lot of aspects could be kept — our story, the art, the sounds & music, the general theme — but the gameplay would need to go. And at this point, we’ve all learned a lot. As much as we all love Skytorn and how much it’s meant to us over the last several years, we’re excited for new things and new projects. I’m okay saying it was an amazing learning experience, and we’ll take all these lessons onto our next project.

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