is a fangame project created and led by me, EchoJerichoX.
It began several years ago when I dug up an old, primitive, top-down
game engine. Underneath the clunky controls and cheaply-ripped graphics
was a novel idea; Metroid
Developing Metroid: Coven
presents many challenges. Obviously, one of the biggest features of Metroid
games is the platforming.
Being in top-down virtually removes that. There is also the simple fact
that every mechanic needs to be written from scratch since there is no
existence to use as a foundation. The hardships are aplenty, but M:C
has lived through the best and
worst of times.
In 2010, the game had been brewing in development hell long enough to
release a primitive tech demo that featured mouse aiming, improved
environments, and the beginnings of a potentially great engine. As time
went on, the next set of game demos emerged, dubbed the "AI Demos."
After some time, 2.0 was cruising through development... New items, new
mechanics, new paint job, new everything. The game was experiencing some
In January of 2014, a new programmer joined the team under the username,
"Salvakiya." Since then, he and I have agreed that the game deserves a
full engine rewrite. Over the course of just a few days, a beautifully
optimized movement and collision system was in place, truly dynamic and
fun AI, and the makings of an incredible volumetric lighting system. As
the game enters an amazing new phase of development, a late 2014 release
is entirely possible.
Q: What development platform is
being designed on?
A: Metroid: Coven is made in YoYo
Games' Game Maker v8.1 Pro. You can find it here: YoYo Games.
Q: How can I follow the project?
A: The best places to follow
the project are here on the website, Twitter,
Q: How can I contribute to the
project and/or join the development team?
A: I always accept applications for
the development team. Just shoot me an email at firstname.lastname@example.org
with your username, intended role(s), and some samples of your