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Ashidoux

7
Posts
A member registered Jul 25, 2020

Recent community posts

Been playing a fair bit of CTS the last few days, really having a blast! Good to see new levels, and I love how polished the wind is while still keeping to the "out of control" original guideline, being able to control your float with the orientation of the stick just blew my mind when I noticed it! (even though it plays a minor role in completing the levels)

I have quite a few recommendations, feel free to discard anything that doesn't seem doable or pertain to your vision for where you're taking the game!

Here goes:

Speedrun related:
1- A timer during play, seeing your pace as you go through a level can be very helpful!
1a- If you want to enable speedrunning for an "all levels" category rather than individual levels, another timer would be great to keep track of the total runtime, pausing when levels are completed and resuming when the next level starts.
I would suggest making this total timer feature dedicated and exclusive to a speedrun mode, rather than the initial "campaign" mode just because a timer could put pressure on casual players who just want to get through the game as a puzzle, with no pressure of time, only completing the level. (or maybe just make it hidden from normal mode)

2- A keybind to the restart option of the menu, to quickly be able to start over, this is pretty much just Quality of Life though
2a- Another option and keybind to start over from level 1, that'd also be a great QoL but only for a speedrun mode, casual players would NOT want to accidentally press a key and find their progress seemingly disappear. Keybind would need to be
2b- Ability to change keybinds ? That's also Quality of Life but that can be a massive boon to speedrunners

3- Making the end of level transition over a second or two into a menu that would have all previous options (except resume) but also a next level button, in speedrun mode it could just go straight to the next level one second after finishing the level, just so you have time to see your timer for said level. Minimizing menuing is always good when possible in speedrunning to keep the emphasis on gameplay, at least I think it is.

That's all I can think of for now relating to speedruns. This does NOT have to be your principal concern but keeping those kind of things in mind could be useful in the long run ? I don't want these things to take up your time and take away from your creative process whatsoever but wanted to adress what I could think of since you asked about it in the other topic!



Now for general additions, I think a handful of mechanics and levels introducing them are probably your first priority. Don't know that you need help figuring out mechanics seeing how good your wind is but do ask if you need ideas.
-Further down the line a map editor would be great for replay value/ community building, it could also help your own creation of maps if you do it early on, I think?
-Customization? It doesn't have to be a lot, but I was thinking of the game LUFTRAUSERS and it's color palette system, I think unlocking a level's color palette after completing it and being able to set it as default could be nice, or even as random! In case you don't know about that game &/or that particular feature I could make a quick video of it, if you're at all interested.

One last thing I do want to mention which is really quite subjective is what got me hooked in the first place, and that'd have the simplicity of controls, and the precision of inputs required to keep your controllable "stick" well, in control. I think mechanics need to be simple building blocks that add to the original gameplay, without changing it too much, and while the wind is great in many ways, I'm sort of afraid of it getting too chaotic, then again, not enough elements would not be engaging enough, so I guess you'll have to figure out the balance of chaos vs control. Either way I thought that was worth mentionning.

tl;dr : Timers! Menu options and keybinds! MAP EDITOR?!

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Alright, spent a little bit of time cooking up a quick video of strats for screen 3 (which I had mentionned in a reply to Panurb.)

And also got a PB while trying to replicate the strats I mentionned, so here's my hilariously downhill run

[34.934"]

Can't wait for someone to get a perfect run so I can see how much time loss my screens 5+6 were..

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Oh sure let's get into strats a bit then! I lowkey wanted to keep those to myself until I got a run done with them but I don't have quite enough time to manage that for now so I'll share!!  I'll try to get videos of it soon-ish but you'll have to take my word for it in the meantime.

Screen 3: There are 2 ways to fly through, the fastest is to get a bounce off the first or second pillars and fly right over the obstacle wall, you need perfect momentum from screen 2 however to line up a high bounce. Edit: First pillar is probably faster but is much harder (only got it once VS a dozen for second pillar).
The second way I've found is to "flat-bounce" off the second pillar and then get a bounce off the third pillar, straight towards the exit of screen 3 (Edit: see Airvent's bounce here: https://www.youtube.com/watch?v=adKG6shvgfw  )

One thing to keep in mind is both those strats tend to give you either an odd path or tons of speed into screen 4 and it gets very hard to slow down and line up for the shortcut, that's the main drawback, but if executed well, I think this'd save over 2.5 maybe 3 seconds compared to your execution.

I'm still trying stuff out on screen 6 but what you could've done instead of a "counter momentum" bounce (which is undeniably slow) would've possibly been a bounce into the wall on the right then bounce back with much more momentum, or even doing so with a "flat" on the floor into wall bounce. As for a set up into the final corridor, you did it pretty well but I've had a handful of instances of winging it that went faster, can't seem to get it reliably but there is time there too.

Of course, those strats all give you speed, which makes execution tighter and obviously more difficult. That'll probably take a while with the semi-random/chaotic nature of movement in the game, , but I think we're definitely in the ballpark of 5 seconds shaved overall.

Again, your run was absolutely great, no denying that, but that's what I can see being improved.


Oh and suddenly I'm thinking about a TAS run, that shit would fly under 20 seconds for sure LOL

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Very nice times everyone! And sick run Panurb!

Only parts (that I can see) that can be improved in a major way were screen 3 where you had to slowly ascend, and the second half of screen 6 where you took a very slow bounce against your momentum and again had to take a slow ascent up to the finish. I'm seriously wondering if sub-25 is possible now..

The rest just seems like optimal routes all the way, minor time or speed improvements possible but that was already really impressive! Haven't had much time to play myself but I watching everyone's videos here makes me impatient to try again.

Well I mean yea WR, but this thread has been on for 24hours and it's the 10th WR break so don't get too excited over it yet haha, nt though!
Do record/stream it if you want! Especially if you want to really claim the WR! Btw did that speedrun.com page get created in the end or?

That screen 3 was sooo clean! Skipping the first hole with screen 2 momentum and doing that one bounce has to be ideal strat fo sho

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Hello!



Edit: welp I give up for now, got a couple 37s in an hour or so but I couldn't get any closer, although I was much faster than the 35 on most screens so I'm betting this definitely goes under 30 seconds in the future
Edit2: oh and cursor is probably much better for regularity in the long run, can't be bothered to switch myself tho, keys are fun I guess?