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Thank you so much for playing and taking the time to write this insightful post! 

I see what you mean about the spider. You are clearly very skilled at the game, so it is not challenging to you, but it kind of needs to be that speed for newer players so they can get past it at all. HOWEVER, you're giving me an idea where it could speed up a lot if you get the double jump in, say, under 2 minutes (which would prove that you're speedrunning!). I'm not sure if we'll have time to add that, but I am now tempted to do so :)

Quick-restart is another thing that I don't want in the game off-the-bat since a new player accidentally clicking it would be very sad, but maybe I could bury it in a menu or cheat code somewhere... hmm

Stats summary is also a neat idea! I see why duration of a run but I'm less clear on the usefulness of single and double jump counts, could you explain why you want those?

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HOWEVER, you’re giving me an idea where it could speed up a lot if you get the double jump in, say, under 2 minutes (which would prove that you’re speedrunning!).

That sounds fun!

Quick-restart is another thing that I don’t want in the game off-the-bat since a new player accidentally clicking it would be very sad, but maybe I could bury it in a menu or cheat code somewhere… hmm

Maybe it could be a key/button binding that isn’t mapped by default. That way, new players wouldn’t accidentally trigger it unless they explicitly mapped the button.

Stats summary is also a neat idea! I see why duration of a run but I’m less clear on the usefulness of single and double jump counts, could you explain why you want those?

The jump counts would be for rough understanding on run optimization, as a supplement to the run timing. I’m thinking of it from a Jump King POV, where the stats summary shows jumps and falls. Competitive timings for runs in JK’s main game will always have 0 falls, and the jump count is a squishier number but typically the lower it is, the more likely the run timing is competitive. A low jump count can be a rough indicator that the player optimized their longer jumps and slides so that they had to do very little (if any) short-hop jumps for micromovement/repositioning between the longer jumps, and also that they made few mistakes/falls in general. I didn’t notice a timing penalty on falling in To The Flame (no faceplant animation), so falls probably don’t make sense to show in the summary, but jump counts could still provide that squishier indicator of run performance.

In addition to the speedrunning angle, it also might be a generally fun number for added replay value. Even if a player isn’t focused on speedrunning, they may want to replay the game to work towards decreasing their jump counts from previous runs.

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I see, thanks for explaining! Since the game is launching tomorrow I've prioritized the easier / most impactful things to add.

Tomorrow when we launch the build will have an instant restart, which will only work when speedrun mode is turned on. The default key is 'R' but you can rebind it. In addition, starting a new game in speedrun mode will not trigger the intro cutscene.

We won't have the jump count or aggressive spider that we discussed here, but I'll keep monitoring for interest and if it seems like there's a committed group of speedrunners who would benefit from those features then I'm open to adding them in the future.

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Congrats and good luck on the launch! I’ll definitely be picking up a copy on Steam.

Thank you! 😊

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Here’s a 3:05.44 run I got on the Steam release. Game is so fun! There’s plenty of areas for me to improve in there, so I suspect a 2:30/2:40ish time is definitely doable. Thank you for adding the quick restart.

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This is great!! Unlucky spider placement at the foot. WR (for now!) :D