The game industry has no shortage of Metroidvanias, and one up-and-coming entry in the genre that’ll be vying for your attention is Biomorph.

In Biomorph, players must use their skills to explore a vast, varied world. Solve puzzles and platforming challenges, fight deadly monsters and take their shapes to use their powers. But beware – every conquered creature can come back with new and even more threatening powers.

As Biomorph is trying to do something a little different with combat, the devs faced some interesting challenges along the way. In an interview with Game Rant, Lucid Dreams’ co-founders Maxime Grégoire and Francis Lapierre spoke up on one particular element of combat that proved to be a head-scratcher for the team.

Another challenge that we had that we didn’t see coming but quickly became apparent was that we made the game with contact damage. You always have two choices: you have damage on contact or just from attacks. Contact damage works well in Hollow Knight because it’s simple to understand and you can create fun patterns. It works well when you have one shape, one character.

But in Biomorph , you can have bigger monsters, and smaller monsters, so the damage on contact with the touch distance was challenging to pull off because with big monsters, we had to add bonuses to the touch distance so they’d clear enemies because they have a bigger hitbox. So combat was complicated to pull off and to bring to a state where you can have actual fun with all the monsters without feeling too constrained.

[Lucid Dreams' co-founders Maxime Grégoire and Francis Lapierre]

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