
Development Updates

Struggling with complex art software? Discover how I, a UX designer ditched industry standard tools like Krita and Adobe Animate to build a custom, animation workflow inside Figma for my new metroidvania, Returner.

After two years of development, I’ve finally found the right path for my Metroidvania, Returner. In this post, I break down why I moved away from being a "Hollow Knight clone" to focus on a unique lunging and enemy possession mechanic. I discuss the challenges of character controllers, how I simplified enemy "steering" to keep gameplay fast-paced, and my solution for infinite possession time to give players more freedom.