What are your most enjoyable or most frustrating features in a game for speedrunning?
5 years ago
United States

I'm a developer working on a jetpack-based 2D platformer called "Jetscout: Mystery of the Valunians." The gameplay is similar to "Lunar Lander," with the super simple controls of turn left, turn right, and jetpack thrust. Some screens and gifs if you're interested: https://okshur.com/new-game-announcement-jetscout-mystery-of-the-valunians

Although speedrunning wasn't the goal in making the game, I think it may turn out to be a fun game to run. While development is still underway, I wanted to ask for some input from the community on things I could include as far as quality of life features or things I should avoid that would make the game more enjoyable.

Here are some of my own thoughts:

I already try to have quick menus and cutscenes you can either skip or quickly button-mash through. There are also very short menu transitions, but you don't need to wait before the controls work, so you can go through menus as fast as you can hit buttons (well technically it may be one press per frame, but the framerate is uncapped). I think this is just good game design even ignoring speedrunning.

There's a little ending sequence at the end of a level but behind the scenes the game saves and records progress the instant you land on the final platform, which would allow runners to exit to the mission select screen immediately and continue to the next level then.

I'm thinking a full 100% run would take between one and two hours as a rough estimate, with only one or two minutes total spent on menus and a couple more on loading screens.

The platforming itself I think lends itself to a unique speedrun experience: A mission is made of 10-20 platforms which act as checkpoints. The casual player will likely land on every checkpoint. But landing has a tiny animation plus your velocity is set to zero, so it is a couple seconds faster for every checkpoint you skip. However, your jetpack has limited fuel that is only refilled when you land, so you'll have to route which checkpoints to land on based on your own skill level and risk vs reward appetite.

There's no velocity cap, and along with that no falling damage if you land on a platform at high speed, but there are many tight turns and other hazards, and the only way to brake is to turn yourself backwards and thrust, which takes time and fuel.

There is minimal RNG, and most missions will have none at all.

I'd love to hear your thoughts on these features as well as what kind of things you either like to see so I can try to include it or stuff you hate to see in an otherwise enjoyable speedrun so I can minimize or avoid it!

Caidren likes this
Kentucky, USA

It seems kinda interesting, I might consider buying it when it comes out.

While I can't speak for the whole of the speedrunning community, I personally want my games to have tight, precise controls. Though for a game based on one mechanic, which seems to be the case with this game, they tend to follow into a row of repetitiveness. Celeste does a great job of continually introducing new elements and features throughout the levels, and if someone is going to continue playing this game for hours on end to perfect their run, repetitive gameplay could be their worst enemy.

Israel

Sounds interesting. I myself really like 2D platformers, combined with "Metroidvania" style, which I guess can fit here according to the screens? There are several things I'd like to see in every speedgame, personally:

  • General In-game timer - There should be an option to disable/enable it. It can be disabled on default for casual players.
  • In-game timer and highscores for levels - If I understood exactly from the screens, you have certain planets which act as levels/missions/worlds in the game, and each one is independent on the other. Level specific timer is good for IL runs, and the top time should be saved and shown for each level. A "global timer" may be redundant.
  • Option for quick reset (relevant mostly for ILs) - This may be obvious, but in case where runners want to reset the current level, which may happen a lot if they died/made a mistake/other, the operation of doing a reset should be as quick as possible. That mostly include a menuing section for reset, and the "reset animation" which lasts until you can play on the next attempt. One button shortcut for reset (like "r" or something like that) is good for this.
  • Many save slots - this also might be obvious, but there should be at least 3 different save slots, and more can't hurt. For casual players it's good for other reasons, but for me as a runner there is usually a main save for practice (or doing IL runs), and the others for new runs.
  • You already talked about fast menuing and skipping cutscenes, which is good. Nobody wants to see and wait for the same thing over and over again 100+ times :)
  • RNG is a very subjective matter, but I like it when it is minimal. If a game is based mostly on technical movement and skill (For example, 2D platformers without enemies), I'd like to know that I can improve runs by gradually improving my movement and timing skills, and not rely on external events that I have no control of. I'm not saying that RNG is bad, but for me, "good RNG" might be classified as an event which gives you the option to react.

Now, related to speedrunning and casual gaming alike, you want to stay away from repetitiveness, as Kid_Gamer has said:

  • Introducing new aspects in the gameplay itself over time (new features, upgrades, skills, etc). I can see from the screens that you have something along those lines, with different suits you can buy and equip (I don't know what you plan to do with them. I can assume they act like equip-able powerups, each one has a different set of advantages/disadvantages).
  • Introducing new aspects in the maps and levels design. There are games where the gameplay stays the same, but every level/world is unique with its design/concept/enemies/obstacles/puzzles/whatever.
Gaming_64, diggity, and Caidren like this
United States

Thanks for the input! There are a lot of good suggestions I'll take in mind.

I hope to keep the content fresh by introducing new hazards, and have your jetpack thrust affect things, like activated switches or burning vines to clear the path in a jungle planet. I also make it so every mission introduces at least one new hazard/enemy. But I am always brainstorming some new ways to add some fresh gameplay.

I'll add a timer option that will pause on loading screens since that's only based on your CPU speed. I think some other games like Hollow Knight does something like that.

Quick reset for a mission should be easy to add - probably the "r" key.

Currently working on adding 4 save slots.