This Upcoming Metroidvania Looks Incredible | Lantern Jump

Tech Over Tea1h 19mApril 10, 2026

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AI-Generated Summary

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.

Key Takeaways
1

Prioritize making a tangible prototype over endless tutorials—action is the best teacher.

2

Remove mechanics that don’t add meaningful depth, even if they were initially exciting.

3

Player feedback is invaluable; test early, test often, and be ready to iterate.

4

Clear visual design—especially attack tells and color contrast—is essential for fair difficulty.

5

Working with friends can be a blessing and a risk; maintain open communication and respect boundaries.

…and 3 more takeaways available in PodZeus

Chapters
0:00
10 min

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.

10:00
10 min

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.

Highlight
20:00
10 min

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.

Highlight
30:00
10 min

Playtesting at Sage: Validating Difficulty and Design

We realized we were closer to a speedrunner than a normal player.

Highlight
40:00
10 min

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.

High-Impact Quotes
The best way to learn is to build something, even if it’s imperfect.
Justin128:54
Viral: 95.0
You need to test it. Like you need to test it. And then change it. And then it'll change your mind.
Rudy Robertson12:14
Viral: 90.0
We realized we were closer to a speedrunner than a normal player.
Justin22:45
Viral: 88.0
Speakers

Host

Rudy Robertson

Guests

TommyJustin
Topics Discussed
indie game development95%game design philosophy90%player feedback and playtesting88%game feel and combat mechanics85%modular game development80%indie team dynamics75%accessibility and optimization72%game engine choice70%
People & Brands

Goldstained

media

45xPositive

Tommy

person

30xPositive

Justin

person

28xPositive

Godot

product

20xPositive

Rudy Robertson

person

15xNeutral

Lantern Jump

other

12xPositive

Sage

other

10xPositive

Phoenix

person

8xPositive

Steam

other

8xNeutral

Hyper Light Drifter

media

6xPositive

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