Metroidvania Specific Elements
<narrative-workflow-recommended>
This game type is narrative-moderate. Consider running the Narrative Design workflow after completing the GDD to create:
- World lore and environmental storytelling
- Character encounters and NPC arcs
- Backstory reveals through exploration
- Optional narrative depth
</narrative-workflow-recommended>
Interconnected World Map
{{world_map}}
Map design:
- World structure (regions, zones, biomes)
- Interconnection points (shortcuts, elevators, warps)
- Verticality and layering
- Secret areas
- Map reveal mechanics
- Fast travel system (if applicable)
Ability-Gating System
{{ability_gating}}
Progression gates:
- Core abilities (double jump, dash, wall climb, swim, etc.)
- Ability locations and pacing
- Soft gates vs. hard gates
- Optional abilities
- Sequence breaking considerations
- Ability synergies
Backtracking Design
{{backtracking}}
Return mechanics:
- Obvious backtrack opportunities
- Hidden backtrack rewards
- Fast travel to reduce tedium
- Enemy respawn considerations
- Changed world state (if applicable)
- Completionist incentives
Exploration Rewards
{{exploration_rewards}}
Discovery incentives:
- Health/energy upgrades
- Ability upgrades
- Collectibles (lore, cosmetics)
- Secret bosses
- Optional areas
- Completion percentage tracking
Combat System
{{combat_system}}
Combat mechanics:
- Attack types (melee, ranged, magic)
- Boss fight design
- Enemy variety and placement
- Combat progression
- Defensive options
- Difficulty balance
Sequence Breaking
{{sequence_breaking}}
Advanced play:
- Intended vs. unintended skips
- Speedrun considerations
- Difficulty of sequence breaks
- Reward for sequence breaking
- Developer stance on breaks
- Game completion without all abilities