Tag
Metroidvania.
10 posts tagged #metroidvania. Back to all posts →
May 17, 2026·GenreBoss-arena entrance animation in 2D metroidvanias
The walk into the boss room is animation. The walk OUT is too. Most rigs only get the first one right.
May 8, 2026·GenreAnimating the player marker on the metroidvania map
The map marker is the most-watched character in your game. Animate it like one — pulse, breathe, ping.
May 8, 2026·GenreMetroidvania character animation: the long guide
Metroidvania heroes need 30+ animation states by act two. Heres how to plan the rig before you draw frame one.
May 7, 2026·GenreMantle and vault: the parkour-lite animations a metroidvania needs
Mantle and vault are the difference between a platformer with a map and a metroidvania with verbs.
May 7, 2026·GenreWall-cling and wall-slide animation for 2D metroidvanias
The wall cling is half the verb of every metroidvania. Animate the slip, the grip, and the kick-off as separate states.
May 6, 2026·GenreThe ability-unlock cutscene: animation tropes that actually land
Every metroidvania has the moment. Magenta light, raised hands, six seconds of payoff — heres how to animate it.
May 6, 2026·GenreDash-attack animation in a 2D metroidvania
The dash attack chains two of your hardest animations: a clean dash and a clean strike. Most rigs lose the seam.
May 6, 2026·GenreLedge-grab animation that survives 60-fps scrutiny
Ledge grabs are where bad parkour rigs reveal themselves. Three keys, one careful pull, no T-pose moments.
May 6, 2026·GenreAnimating the secret-passage reveal in 2D metroidvanias
The secret passage rewards the curious. Sell it with a 12-frame magenta dissolve, not a fade-to-black cut.
May 6, 2026·GenreSave-room idle animation — the small art of stillness
The save room is where the player breathes. The idle animation has to breathe with them — not perform.