Thank you so much! I'm glad you enjoyed it
Caster Cat
Creator of
Recent community posts
Congrats on finishing the game! And honestly, thanks for the feedback. It wasn't my intention to bully anyone, the messages are meant to take a cheeky jab at the player in the same energy as the try-hard games from the 2000s. I'm sorry if they make you feel uncomfortable. Would you mind answering a couple of follow-up questions?
- Do you think a content warning would have helped?
- Would it have stopped you from playing the game?
- If there were a toggle to turn the death messages off would you use it?
Thanks again for taking the time to play Speed Squared and for commenting! Honest messages like these help me make the game better, and that's really important to me.
Awesome! I would love to play it when you publish it! I'm pretty new to making these kind of games tbh but heres a bit of what I've learned so far by playing other games.
- Player inertia: I've noticed that most precision platformers have very low inertia when stopping/changing directions, depending on how slippery you want your game to be, for speed I wanted that the player movement responds exactly to their inputs so they can make quick decisions and to promote precise landings.
- Air control: I think this can be an interesting element to experiment with, how much you want the players to commit to a specific jump?
- Hold jump button: The longer the player presses the jump button the higher the jump, this is very important for the precise feeling.
- Feedback and juice: Every action the player does need some sort of audio visual feedback! make sure your main mechanics are satisfying to execute because that's what the player will be doing most of the time.
- Level mechanics: Try to extract the most play of each mechanics in the levels. In speed I tried to mostly introduce new mechanics on each stage and start mixing them on further stages.
- Watch the difficulty curve: this is something I'm not super happy with Speed, make sure the difficulty goes slowly up, let it peak and then drop it again, with this you can keep an engaging game rhythm.
- Coyote time: You already know this!
This is some of the lessons I learned making Speed, I think these are engine agnostic too. I hope these are helpful, Good luck with your game!
Currently we're having issues with the fullscreen on itch.io :(
You can also play Speed Squared on GX Games, and here the full screen mode should work on their website.
https://gx.games/games/vb9rtu/speed-squared/
Let me know if it works for you!
¡La próxima semana vamos a tener una ronda de talleres en línea con varios miembros de la comunidad!.
Lunes 23 8:00 PM
- @QuietGecko hará un post mortem del audio de su entry para el Último Ludum Dare No Pants Wizard.
Martes 24 y Jueves 26 8:00 PM
- @0xAFBF nos contará sobre su experiencia con Unity y Godot.
Viernes 27 7:00 PM
- @kichex Yo les daré una conferencia sobre tips de supervivencia para game jams y después de eso anunciaremos el tema y daremos comienzo al game jam.
Los streams para cada taller se transmitirán en los canales de Twitch de cada uno de nosotros y estamos gestionando transmisión por Facebook desde Tan Grande Y Jugando. Les contaremos más detalles en cuanto se acerque la fecha, ¡sigan atentos!.