Quick answer: To make a metroidvania, focus first on what the genre lives and dies on: a tightly interconnected world, satisfying abilities, and gating that makes exploration feel rewarding. Nail that core in a small prototype before building content, scope tightly so you actually finish, and playtest early to confirm it is fun.
Making a metroidvania is exciting and easy to get wrong, usually by building content before the core is fun or by letting scope balloon. The honest priority is this: a tightly interconnected world, satisfying abilities, and gating that makes exploration feel rewarding. This guide covers how to approach a metroidvania and, just as importantly, how to scope it so it ships.
What a metroidvania lives and dies on
The single most important thing when making a metroidvania is to get the core right: a tightly interconnected world, satisfying abilities, and gating that makes exploration feel rewarding. Everything else — content, art, features — is built on top of that core, and if the core is not fun, no amount of content will save it. So prototype the core first and judge it honestly by playing, not by imagining.
This is where most metroidvania projects go wrong: they build outward — levels, content, features — before confirming the core is genuinely good. Get the core feeling right in a small, rough prototype, and the rest of the project rests on solid ground.
Why finishing beats perfecting
The hardest skill in indie development isn't any particular technique — it's finishing. Most games that never ship didn't fail on talent; they failed on scope, polished forever, or chased one more feature. The developers who build a real body of work are almost always the ones who got good at choosing something small enough to complete and then completing it.
That's worth keeping in mind here, because it's easy to let any one part of development expand to fill all your time. Decide what 'good enough to ship' looks like, protect that line, and treat the endless list of possible improvements as a backlog rather than a set of obligations.
Plan for the parts you can't see
Once a game leaves your machine, a lot of what happens to it becomes invisible by default. Players run it on hardware you don't own, hit problems you never reproduced, and most of them never tell you — they simply move on. The gap between 'it works for me' and 'it works for everyone' is where a surprising amount of churn quietly lives.
So plan to see what you otherwise couldn't. Watching real players, capturing the bugs and crashes they hit with the context to fix them, and paying attention to where they drop off all turn invisible problems into ones you can actually act on — which protects the reviews and retention everything else depends on.
Start before you feel ready
Almost everything in indie development rewards starting earlier than feels comfortable — the store page, the audience, the playtesting, the marketing. The instinct is to wait until things are polished before showing anyone, but that instinct costs you the runway you need most. The audience you build over months is what makes a launch work; it can't be conjured in the final week.
So bias toward starting now, even roughly. Put the thing out, tell people about it, get it in front of players. You can refine as you go, and the feedback you get early is far more valuable than the polish you'd have added in private.
Let real players be the judge
It's remarkable how differently real players behave from how you imagine they will. The tutorial you think is obvious confuses them; the feature you agonised over goes unnoticed; the thing you almost cut becomes their favourite. None of that is visible from inside your own head, which is why watching real people play is the single highest-leverage thing most developers under-do.
Watch without intervening, resist the urge to explain, and pay attention to what players do as much as what they say. Their confusion and their choices are data, and acting on that data is what turns a game that works for you into one that works for everyone.
Polish where players actually look
Polish is not evenly valuable. Players form an impression in the first minutes and spend most of their time in the core loop, so effort spent there returns far more than effort spread thin across content few people reach. The opening, the moment-to-moment feel, and the things every player touches are where polish converts directly into how good the game feels.
Be deliberate about it. Make the first impression strong and the core interactions satisfying before widening out, because a great core with less content almost always beats a sprawling game that never feels good to play.
Scoping it so you actually finish
The other half of making a metroidvania is scope. The genre's ambitions are easy to underestimate, and the gap between a fun prototype and a finished game is larger than it looks. Start far smaller than feels exciting, define what is out of scope, and treat new ideas as a backlog rather than commitments.
Playtest early and often — watch real players reach the parts that confuse or bore them, and fix those before adding more. A small, polished metroidvania that ships beats an ambitious one that never does. And once you are putting builds in front of players, make sure you can see the bugs and crashes they hit, since those quietly shape whether they keep playing.
Most of what matters is decided before launch. Build the audience and the polish while you still have time.