Pick the brief that lets you measure run, variable jump, wall interaction, attack, dodge, air-dash after unlock, interact, map, checkpoint rest, and quick restart or follow state through movement states, room connections, camera bounds, ability tags, gated interactions, combat, checkpoint state, map discovery, shortcut persistence, and save data. Every Unreal Metroidvania Game Maker CTA carries the Unreal engine, this source page, its intent, and campaign attribution into the same generation workflow.
Playable vertical slice
Build Unreal Metroidvania Game Maker as a native Unreal 5 slice: cross three connected rooms, find a blocked upper route, defeat a guardian, earn an air-dash, backtrack through a shortcut, reach the upper route, and save. Place it in an original vertical clockwork conservatory with side-view chambers, elevator shaft, thorn passage, guardian greenhouse, shortcut gate, and high sealed balcony. The build passes only when the base move set cannot bypass the gate, the new ability opens both intended routes, cameras transition cleanly, death preserves declared progress, and reload restores gates and map state. Finish the Unreal Metroidvania Game Maker run with browser evidence, a performance check, a package attempt, and a locally continuable Unreal project.
Use this promptControls and camera
Greybox an original vertical clockwork conservatory with side-view chambers, elevator shaft, thorn passage, guardian greenhouse, shortcut gate, and high sealed balcony around these player inputs: run, variable jump, wall interaction, attack, dodge, air-dash after unlock, interact, map, checkpoint rest, and quick restart. For the Unreal Metroidvania Game Maker movement and interaction pass, show each acceptance transition; delay visual polish until failure and restart behavior is clear.
Use this promptStateful game systems
Represent movement states, room connections, camera bounds, ability tags, gated interactions, combat, checkpoint state, map discovery, shortcut persistence, and save data as observable state in the Unreal Metroidvania Game Maker project. Connect each transition to cross three connected rooms, find a blocked upper route, defeat a guardian, earn an air-dash, backtrack through a shortcut, reach the upper route, and save, expose it in the browser build, and mark the Blueprint, C++, asset, or configuration assumption that still needs editor inspection.
Use this promptRegression and packaging
Run a regression build for metroidvania creators testing movement, gating, backtracking, map logic, and ability progression. Prove that the base move set cannot bypass the gate, the new ability opens both intended routes, cameras transition cleanly, death preserves declared progress, and reload restores gates and map state, then deliberately trigger this risk: room transitions and upgrades can create soft locks, sequence breaks, blind jumps, stale camera bounds, missing checkpoints, or map state that disagrees with the world. Preserve a rollback point, repeat the same test, and finish the unreal metroidvania game maker run with browser evidence, a performance check, a package attempt, and a locally continuable unreal project.
Use this prompt