This Upcoming Metroidvania Looks Incredible | Lantern Jump
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In this episode of Tech Over Tea, host Rudy Robertson interviews Tommy and Justin, the core developers behind the upcoming indie metroidvania game Goldstained, developed by the studio Lantern Jump. The conversation dives deep into the game's design philosophy, emphasizing tight combat mechanics, fair difficulty, and visual clarity inspired by titles like Hyper Light Drifter and Dark Souls. The duo shares their journey from high school friends and game jam collaborators to a fully functioning indie team living together, highlighting both the benefits and challenges of working with close friends on a passion project. They discuss their modular development approach, the importance of player feedback from their Sage convention demo, and how they iterated on core mechanics like stamina systems and weapon throw/retraction. The team also reflects on their choice of Godot as their engine, the technical hurdles they’ve overcome—including a surprising loading time fix caused by pre-processed particle effects—and their commitment to accessibility and open-source values. With a public demo planned for later this year and a full release targeted for two years after, the developers express optimism about their game’s potential while urging aspiring creators to simply start making things. The episode underscores the delicate balance between ambition and practicality in indie development. The team’s willingness to cut features that don’t add meaningful depth—like their now-removed stamina bar—demonstrates a mature design mindset. Their focus on player experience, from clear attack tells to thoughtful color contrast, reveals a deep understanding of genre expectations. Despite the challenges of remote collaboration and self-motivation, the developers remain driven by skill growth and creative expression. The conversation ends on an encouraging note, with the team urging others to prioritize action over endless learning, emphasizing that making something tangible is the best way to grow. The episode concludes with a warm endorsement of Goldstained’s early promise and a heartfelt sign-off from the developers.
Prioritize making a tangible prototype over endless tutorials—action is the best teacher.
Remove mechanics that don’t add meaningful depth, even if they were initially exciting.
Player feedback is invaluable; test early, test often, and be ready to iterate.
Clear visual design—especially attack tells and color contrast—is essential for fair difficulty.
Working with friends can be a blessing and a risk; maintain open communication and respect boundaries.
…and 3 more takeaways available in PodZeus
Introducing Goldstained and the Lantern Jump Team
Host Rudy Robertson welcomes developers Tommy and Justin from Lantern Jump, introducing their upcoming metroidvania game Goldstained. They discuss their journey from high school friends and game jam collaborators to a cohabiting indie team, highlighting the unique dynamics of working closely with friends on a shared passion project.
Gameplay Mechanics and the Core Weapon System
“It's not just about having a lot of weapons—it's about each one feeling fun on its own.”
The Art of Game Feel: Animation, Frame Data, and Player Feedback
“You need to test it. Like you need to test it. And then change it. And then it'll change your mind.”
Playtesting at Sage: Validating Difficulty and Design
“We realized we were closer to a speedrunner than a normal player.”
Design Philosophy: Modularity, Scope, and the Power of Iteration
The developers explain their modular approach to game design—building content piece by piece without overcommitting to a rigid plan. They discuss how they’ve removed mechanics like stamina that didn’t add depth, and how they’re open to shifting bosses and areas based on feedback.
“The best way to learn is to build something, even if it’s imperfect.”
“You need to test it. Like you need to test it. And then change it. And then it'll change your mind.”
“We realized we were closer to a speedrunner than a normal player.”
Host
Guests
Goldstained
media
Tommy
person
Justin
person
Godot
product
Rudy Robertson
person
Lantern Jump
other
Sage
other
Phoenix
person
Steam
other
Hyper Light Drifter
media
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