![]() Undeniably, there is a sense of reward in getting past these choke points. But the thought of making improved progress on a personal best, only to die and repeat the whole sequence from the start… well, it was enough to make me question playing. I wanted to play it, and – to a large degree – I was enjoying doing so. This approach felt like a strong hand pushing me away from Trash Quest. It’s rage-quit inducing, and permanent shortcuts only soften the problem. It’s a double punishment: if you die, you not only lose all your progress, but you have to travel further and longer to return, and that double punishment smarts. ![]() Equally, as you progress further away, it takes longer to get back there once you die. And Trash Quest can get extremely difficult. As you progress further away from the dustbin room, the game gets more difficult. Part of that’s down to Trash Quest’s difficulty. When you die, and die you will, you are returned to the central dustbin room to begin again.īut, as with many experimental ideas, the theory doesn’t match the reality. You can keep most of it in your head.Įven more experimentally, Trash Quest has no checkpoints, and – controversially – there are no portals to skip about the map with. It means that Trash Quest is best finished in a short period, or be at risk of forgetting where things are, but in general it works. There is a map with clear indicators of where you haven’t been, so there is at least something, but mostly Trash Quest wants you to build your own mental map of the game’s obstructions. I’m racking my brains to think of a Metroidvania that does less to point you in the right direction. One direction will be more viable than others, and at the end of it you will tend to find an upgrade – a double jump, a more powerful laser, a hover function – that will allow you to press further in one direction of the map. Your map (excellent, accessible with the Y button) will soon be a patchwork of rooms that you can’t access quite yet. But, in true Metroidvania style, you can only get so far. You can go in whatever direction you fancy. A similar policy is applied to the level design.
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