Re: azurezero- is there a game you want me specifically to make
you probably need this then (URL link removed)
there was another i remember having a hookshot but i dont remember where...it was one that had an action adventure kind of thing going on
That could work, though I was thinking of a more simple approach with the events in RPG Maker.
A Metroidvania game starts off on a linear road, such as "Super Metroid" limiting the avatar's movements so they can find the morph ball ability first. But as more abilities are unlocked, that linear road starts to branch off and open up new paths in previous locations.
It's the same philosophy as an adventure game. In "Secret of Monkey Island" progress is made if X key is rubbed against X door to make progress. But a Metroidvania game opens up different paths with X key. The only difference is that Metroidvania games use a finite set of items that are reusable and rely on reflex-based challenges (such as "Super Metroid's" space jump or bomb jump skills). So long as the player has a "key" then they can open up new paths.
"Valdis Story" is a great example of this by providing keys to unlock doors in their level design. The keys are reusable, and the fun is to find these doors. Even "Super Metroid" used this same mechanic with its doors. Certain doors only open with the super missile or power bomb, but are visible in starting locations. These can only be opened when the player acquires these "keys" and use them.
That is basically a conditional check in RPG Maker. The avatar approaches the door and checks to see if the avatar has this "key" item, or a specific ability and enough MP to cast it. From there it's just a matter of making the levels in RPG Maker and balancing RPG mechanics.