Let's Play Animal Well | Part 2 - Yoyo | Blind Gameplay Walkthrough
In Part 2 of this blind Animal Well gameplay walkthrough on the Xbox Series X we discover a useful tool that isn't something you'd expect to find in a Metroidvania. | Please Like and Subscribe if you enjoyed!
▶ Support the channel:https://www.patreon.com/livingsun
▶ Blueskyhttps://bsky.app/profile/livingsun.bsky.social..
▶ Twittehttps://twitter.com/LivingSunGamingg
▶ Discohttps://discord.gg/HAbs3A4rd
End screen music:
Dreamer by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 Licehttp://creativecommons.org/licenses/by/3.0/b...
Description:
Animal Well is a Metroidvania video game developed by Billy Basso and published by Bigmode. The player controls a blob and explores a labyrinth filled with animals. The game was released for Nintendo Switch, PlayStation 5, and Windows on May 9, 2024, and for Xbox Series X/S on October 17, 2024. It released to critical acclaim.
Animal Well revolves around exploration via nonlinear platforming and puzzle solving. As in other Metroidvanias, the player collects gear which can be used to pass various obstacles. However, gear items often have many uses, not all of which will be immediately obvious. The design does not typically engage in hand-holding, but rather encourages out-of-the-box thinking. The player is not able to fight, unlike similar games. Basso has stated that the map is "not nearly as big as some games, but it aims to be much denser."
Basso developed the engine from scratch in C++, wanting to free himself from working in the limitations of third-party engines like Unity and Unreal. The engine has low latency, allowing for precise platforming. The gameplay code was written into its own DLL that can be recompiled while the game is running. Basso used a limited color palette when designing the artwork. Sprites were drawn and animated using Aseprite, and some animations are procedurally generated by the game. Basso felt the procedurally generated animation helped the game appear unsettling, and helped set the game apart from the traditional sprite stretching and screen shaking effects used in other indie games. To give the game a sense of depth, the graphics engine makes heavy use of particle systems, fluid simulations for smoke and water, normal mapping, and dynamic lighting, all rendered in different layers. The game runs at an internal resolution of 320×180.
#AnimalWell #Bigmode #Gameplay