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Speedrunner Cube - A fast platformer about speedrunning

A topic by A bored cube created Dec 11, 2022 Views: 538 Replies: 9
Viewing posts 1 to 8
(3 edits) (+1)

About a month ago, I made this game for the 20 second jam, and thanks to the positive comments in the game page and the submission page, I decided to make a full game with more stuff.

About this game:

This is a fast-paced platformer where your goal is to beat various levels as fast as possible (some will even have a time limit) to become the best speedrunner in the world (or at least this game). You play as a little and very agile cube. I seriously recommend trying the original game to understand, since this new game will have similar mechanics.

What is new?

This is a little showcase of some new features i've been working on:

Current mechanics:

  • Player can move, triple jump, and wall jump (the same as the original game with minor tweaks).
  • Power-ups: Give the player more abilities (All currently added power-ups are explained in the video desc.).
  • Timer: Player can die when timer runs out (can be disabled and set a custom time limit).
  • Spikes: Can kill the player, unless they have a shield.
  • Game Juice: Added camera shake when hit, new trail and shader for the speed effect.
  • Cosmetics: Yes, you will be able to give your cube a hat.
  • Platforms: You can stand on them and are passable from below

I'll be a little slow this month because I'm busy with other stuff, but will try to have a new devlog as soon as possible, so join me next time when I add nukes to the game :)

(1 edit)

If that video really is 1-to-1 to your camera size/cropping, you might want to shift it when the player speeds up so that they can see what’s coming ahead, rather than having the player push towards the edge they’re running towards.

(+1)

Done, now the camera zooms out a little and the smoothing speed is faster so the camera can keep up with the double speed. It was something I was going to do at some point, but better now than later i guess… :)

Camera movement may actually be one of the hardest parts to get right; it often requires endless tweaking here and there. Luckily there are tons of interesting articles and presentations about the subject.

(6 edits)

More stuff :D

It has only been a week, but I had this week free, so I made some small things (mainly because I fear of making level generation for the minigames):

A cool video :)

  • As suggested, now the camera has zoom when in speed and you can see what is ahead (As a side effect it also zooms out with jump rings but I think it looks cool with it)
  • Flag poles - Give the player time limit
  • Slopes (Still buggy, but they will be fun)
  • Lasers and Doors (The lasers deactivate/activate on a timer, doors deactivate with its assigned button)
  • Save states (get it because is a game about speedrunning, works as a one use checkpoint)

Unfortunately I can’t add nukes to the game…yet

Also…

He is looking weird. ;)

(5 edits)

New year update :)

New year, new update:

Awesome devlog 3 <– Now with actual editing :D

  • NEW Slingshots
  • Improved over the animations and more particles
  • NEW Dash power-up
  • Fixed slopes
  • NEW Gun power-up
  • Finally - Edge Collision Detection (I’ve been wanting this since the game jam version)

Also I would love for you to play my little test map demo and give feedback please:

Happy new year 2023

Levels!

I’ve been a little slow working this 2-3 weeks, but I’ve done it, I made procedural levels for the game…kind of…they still have some issues. Also more sutff:

The new video

What’s new?

  • Level generation (new and more flexible system)
  • Teaks to the player character (Character size, wall jumping is a little more consistent, the rolling animation now changes the sprite, etc.)
  • New tilemap
  • Project upgrade to Godot 4
  • A new Pause Menu (With 6 Icons) (The stats are just funny, they don’t actually show anything important)

This is by far the smallest update, but it also was the most annoying update to make…

(3 edits)

Finally a devlog!

  • Roses are red
  • Violets are blue
  • This doesn’t rhyme
  • New devlog out

Don’t tell the other devlogs, but this was my favorite to edit >:)

What’s new?

  • Bug fixes
  • NEW trails (can be customized)
  • NEW Zip lines (Work independently and will generate a cable at runtime)
  • NEW Bubble (Can get you anywhere, but it has a time limit)
  • Code optimizations

Not the most feature heavy devlog, but I think it adds cool things

(1 edit)

A new devlog talking about Procedural levels

There is not much to talk about here is the devlog: Video with cool animation :)

What’s new?

  • Procedural levels (Heavy work in progress)
  • Tag Updated to 20%

More level work

Devlog 7: Cool video

What’s new?

  • More work on level generation