An unusual introduction
5 years ago
Minas Gerais, Brazil

Hi Guys, i'am Chris, indie game developer from Brazil. I am not a speed runner but i really enjoy to watch.

I am currently developing a game, and I would like to include some features aimed at the speedrun community. Basically a way to play without any cutscene, dialogue and result screen between levels.

The main story will have 50 levels and 5 bosses, I believe about 1 hour for an ordinary player.

I would like to hear tips from you to improve this "Speed ​​run mode", should I include a short break between each level for the player to relax the hand and see the individual results of each level? do i need to pause the timer during this screen?

Tell me what you hate in a game during speedruns, What is fun and enjoyable.

The game is not very polished yet, and it only has voices in Portuguese, but I hope you like what I have to show. I would love to hear your opinion about the current gameplay and how to improve it.

Caidren piace questo
Kentucky, USA

Honestly from what I can see of the video, it looks fine.

I think a big annoyance for a lot of games is RNG or super repetitive gameplay.

I would be interested in seeing more of this game, however.

ChrisBSM piace questo
Minas Gerais, Brazil

Thank you Kid Gamer, i am doing my best to avoid RNG ;D I have plans to release an alpha test version soon. I contact you when it be playable.

Canada

Gonna tell you the same thing I tell all game developers that ask these questions; focus on making the game better for everyone, and it'll be inherently better for speedrunners as well. Speedrunners make up a very small fraction of your audience (for reference, even for extremely popular speedgames there's generally around 10k casual players for every speedrunner), and most people don't speedrun games because they're 'good speedgames' or 'designed with speedrunning in mind', they run them because they like the game. So focusing too much on creating features specifically for speedrunners and making a good speedgame is, ironically, not the best way to target speedrunners.

[quote=ChrisBSM]Basically a way to play without any cutscene, dialogue and result screen between levels[/quote]

I don't understand why any of this needs to be in a separate game mode. If you make all the cutscenes and dialog skippable (which you should do anyway), and make it easy to close the results screen without having to wait (which you should do anyway), then you don't need a "speedrun mode". Anyone who plays your game may want to skip that stuff, no reason to lock it into a separate game mode that caters to, again, a very small fraction of your audience.

[quote=ChrisBSM]should I include a short break between each level for the player to relax the hand and see the individual results of each level? [/quote]

Do what feels right for the game (not from a speedrunning perspective, just in general).

[quote=ChrisBSM]do i need to pause the timer during this screen?[/quote]

IMO timers should only pause on things like loading screens that can be different lengths on different systems, the point of that specifically is so that someone with a faster system doesn't get an advantage just by having faster loading screens. Aside from that, the timer should be as close to real-time as possible.

[quote=ChrisBSM]i am doing my best to avoid RNG[/quote]

While you can absolutely make a good game without RNG (Celeste is a fantastic example of this), it is a very useful game design tool that shouldn't be ignored. If the game would benefit from RNG, not including it because speedrunners might not like it is a huge mistake.

Modificato da l'autore 5 years ago
Caidren piace questo