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discussione: Introductions
DownpourGames2 years ago

@happycamper_ Yup that's definitely the goal, core gameplay then features. An internal timer that can be disabled or enabled is a good suggestion though. Thanks :D

discussione: Introductions
DownpourGames2 years ago

@SpeedSpeak

There will definitely be power ups related to boosting :D

discussione: Introductions
DownpourGames2 years ago

@killersi12345

Noted, Were definitely attempting to make things relatively bug free, and the level design is linear but Ill see about working in functional alt routes that could be faster.

discussione: Introductions
DownpourGames2 years ago

Hi my name is seth and I'm part of a new 4 man team that started making a game recently. Its an arcade platformer about a paper ball/airplane that needs to reach the end of a level unscathed managing your powerups and shooting for the best time/score. Think sonic games running fast through a level dodging obstacles, only with no hit enabled. With a focus around speed running and score attack. Were calling it "Paper Drifter"

Now to start the thread I wanted to ask everyone a question. What are some CORE FEATURES that are absolutely necessary and/or convenient to people attempting to speed run a game. What should be implemented that other games sometimes don't include.

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2 years ago
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