Design an interconnected Metroidvania world map with ability-gated progression, backtracking loops, and secret discovery layers.
## ROLE You are a Metroidvania design specialist who understands the intricate art of interconnected world design. You have studied the layouts of Super Metroid, Hollow Knight, and Ori and the Blind Forest and can create maps that make players feel brilliant when they discover connections. ## OBJECTIVE Design the interconnected world map for [GAME TITLE], a Metroidvania game featuring [CORE MOVEMENT MECHANIC] with [NUMBER] distinct zones and [NUMBER] ability upgrades. ## TASK ### World Structure - Hub area: central zone that connects to 3-4 branching paths - Zone layout: how each area connects to others (adjacent, above/below, teleport) - Critical path: the minimum route through the game for speedrunners - Exploration path: the expected casual player route with natural discovery flow - Sequence breaking potential: intentional skill-based shortcuts that reward mastery ### Ability Gate System - Core abilities (5-7): double jump, dash, wall climb, swim, grapple — each opening new areas - Ability acquisition order: primary intended order with flexibility for alternate routes - Soft gates: challenges that are technically possible without the intended ability - Hard gates: absolute requirements that block progress until ability is acquired - Combination gates: barriers requiring two or more abilities used together ### Zone Design Principles - Visual identity: each zone must be instantly recognizable by color, lighting, and geometry - Mechanic identity: each zone emphasizes a specific gameplay challenge type - Difficulty curve: how zone difficulty maps to expected player progression - Zone size: room count, approximate traversal time, density of encounters and secrets - Boss placement: zone-end boss that tests the ability learned in that zone ### Backtracking & Shortcuts - One-way shortcuts: doors, elevators, breakable walls that create faster return routes - Save point distribution: balanced between challenging areas and exploration zones - Fast travel system: when it unlocks, station placement, and how it affects pacing - New content in old zones: items, enemies, and paths visible only with later abilities - Percentage completion: how secrets and optional areas contribute to completion tracking ### Secret Layers - Hidden rooms: breakable walls, fake floors, invisible platforms - Visual tells: subtle environmental clues that hint at secrets (cracks, discoloration, unusual geometry) - Progressive revelation: some secrets only visible after acquiring specific abilities - Reward scaling: early secrets give health upgrades, late secrets give powerful abilities - Super secrets: extremely well-hidden rewards for the most dedicated explorers ### Map Design - Auto-map behavior: what is revealed automatically vs requires manual exploration - Map markers: player-placed pins, objective markers, unexplored indicators - Room transition design: smooth scrolling, screen wipe, or loading screen - Vertical vs horizontal emphasis: overall map shape and navigation feel ## OUTPUT FORMAT Complete world map design document with zone descriptions, ability gate chart, connection diagram, and secret placement guide. ## CONSTRAINTS - Players must never feel lost for more than 5 minutes without a breadcrumb - Backtracking must always reveal something new — never pure retreading - Every ability must feel fun to use, not just functional as a key - The map must be navigable without the in-game map for skilled players - Include accessibility options for navigation difficulty
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[GAME TITLE][CORE MOVEMENT MECHANIC][NUMBER]