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Design a metroidvania around a world that opens up

Connect exploration, new abilities, and routes players want to revisit. Plan an original metroidvania with a readable map, movement abilities, and meaningful backtracking. Define the player’s starting goal, one locked route, and the ability that changes how they explore, then check whether the world teaches that connection clearly.

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  • No coding required
  • Review cost before generating
  • Runs in your browser

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How it works

Build an idle factory

Start with one machine, automate collection, and give players a reason to save up for an upgrade.

  1. Step 1
    A notebook sketch of a press, a conveyor, a collection bin, and a planned robot arm

    Imagine a factory that runs itself

    Players collect gold cubes for coins, then spend those coins on a robot arm that takes over collection.

  2. Step 2
    A workspace concept showing a press, conveyor, robot arm, and the production-to-upgrade flow

    Connect production and upgrades

    Ask seeleAgent to add the press, conveyor, and robot arm. Set how fast cubes come out, what they earn, and what upgrades cost.

  3. Step 3
    An isometric factory with a robot arm collecting gold cubes, a coin counter, a production rate, and an upgrade button

    Buy your first upgrade

    Watch the arm collect cubes. When you have enough coins, upgrade the press and see how much faster the line runs.

    Make a game for free

Pick a starting point

Choose a metroidvania design problem

Work on regions, movement skills, revisits, or a boss that tests progression.

Make each region teach a new way to move

Plan connected regions with landmarks, gated routes, and clear return paths.

Prompt

Outline a compact original metroidvania map with a flooded archive, a wind-powered foundry, and a root-covered observatory. For each region, give one environmental hazard, one landmark, and a route that cannot be reached at first. Keep the map loopable and show how players can return to the starting hub.

  • Distinct regions
  • Gated route and hub loop
  • Landmarks aid navigation
Illustrative Create AI Metroidvania Game Maker with AI example: Try frame the production goal with Create AI Metroidvania Game Maker With AIMake each region teach a new way to move ↗

Why SEELE

What makes exploration progression work

Build a world with connected routes

Plan regions, shortcuts, and return paths players can understand.

Make upgrades change exploration

Give movement abilities a clear use beyond adding another collectible.

Give backtracking a purpose

Let new skills reveal routes or story details in familiar areas.

Teach mechanics before testing them

Preview obstacles and make the first ability challenges forgiving.

Make navigation readable

Use landmarks, map structure, and visual cues to help players orient themselves.

Connect progression to discovery

Let player knowledge and access grow together across the map.

Made with SEELE

Playable examples

These games are playable. Pick one and give it a try.

Who it’s for

Who can use a metroidvania game maker

A small map outline helps teams test navigation and progression before building more levels.

Illustrative AI Metroidvania Game Maker: Small game studios prototyping AI Metroidvania Game Maker

Designers mapping ability-gated levels

Test whether abilities create interesting routes and revisits.

3D Game Creator ↗
Illustrative AI Metroidvania Game Maker: Game designers and enthusiasts shaping AI Metroidvania Game Maker

Writers connecting worldbuilding to progression

Place story details where discovery changes the player’s understanding.

AI 3D Game Generator ↗

Compare

Connect routes, abilities, and discovery

Exploration depends on readable connections and abilities that create new choices.

FeatureA connected exploration gameA list of gated rooms and upgrades
MapRegions connect through clear loops and shortcutsA sequence of disconnected rooms
AbilitiesNew movement opens routes and changes navigationUpgrades that only increase damage
BacktrackingA return trip reveals a shortcut or new discoveryRevisiting the same route without a new option
TeachingA safe obstacle previews each new skillThe first encounter demands mastery immediately
BossesAttacks have visible tells and recovery windowsDamage depends on hidden timing rules

Reviews

Creator videos

FAQ

Metroidvania game maker questions

What is a metroidvania game maker useful for?

It can help outline an exploration map, movement ability, gated route, or boss encounter. Review how each new skill changes where the player can go.

What makes a game a metroidvania?

Common elements include a connected world, new abilities that open routes, and revisits that reveal new paths or details. The exact structure depends on the game.

How should I plan the map?

Start with a hub and a few connected regions. Mark the locked route, the ability that opens it, and a shortcut or discovery that rewards a return visit.

How many abilities should I design first?

Begin with one movement ability and a few obstacles that teach, preview, and later combine it. Add more only when each one supports a distinct exploration choice.

How do I make backtracking feel rewarding?

Place a shortcut, optional item, story clue, or new route where players can recognize it from an earlier visit.

How can I make navigation clear?

Use distinct landmarks, readable map connections, consistent visual cues, and routes that help players understand where they are.

How do I balance ability gated progression?

Show the obstacle before or near the ability that solves it, and avoid blocking every path behind one upgrade. Test the route order with new players.

Can it design boss fights?

You can describe attack patterns, movement tests, and recovery windows. Playtest the encounter to check fairness and readability.

Does it create a complete playable game?

An outline or design prompt is not a finished game. Implementation, art, level construction, and playtesting are still needed.

Can I use it with a specific game engine?

Confirm current Workspace integrations and exports. Test any generated material in the chosen engine and project setup.

Can it generate map art or level assets?

Confirm the current Workspace features for image or asset generation. A written map outline does not guarantee production-ready art.

How can I keep the world original?

Build regions, history, creatures, and visual motifs from your own premise. Avoid copying recognizable maps, names, or characters.

What is the best first prototype?

Prototype one small loop with a hub, a new movement skill, a gated path, and a return shortcut. This makes the exploration structure easy to test.

What should I test before release?

Check map readability, ability teaching, sequence breaks, controller and accessibility needs, difficulty, and whether backtracking feels worthwhile.

Start with one ability and one connected map loop

Describe the starting area, the movement skill, and the route it opens.

Plan a metroidvania map →