![]() If you want to speedrun, you’ll need a timer. Speedrunners specifically dodge these blocks so when they reload from a checkpoint, they pop back to the start of the level. For Spinch, we have big, square checkpoint blocks to hit in order to save your position so if you’re bad at the game (like me) you don’t have to redo half the map. Crucial to this, however, is the ability to opt out of traditional checkpoints throughout the map. Did you mess up? Did you take damage where you didn’t mean to? Hit a wall where you didn’t mean to? Just pause and reload. If you’ve ever seen that “Reload from Checkpoint” button in a pause menu, it’s here for this reason. You need to be able to quickly and efficiently try dozens and even hundreds of runs over and over again to shave time off, which means the ability to exit out of an attempt and start over. ![]() The name of the game for speedrunning is iteration. Here’s a quick rundown of some features that Spinch speedrunners have requested from our team or have praised us for including. Even so, we immediately got feedback from streamers, speedrunners and fans of the genre on what they want to see from a speedrunning title and what speedrunning features are most important to them. The game was designed with speedrunning in mind, and even had speedrunning features implemented. ![]() This story is about competition, precision, and optimization. We’ve been getting tremendous feedback from the community, especially for the art and music, but this story isn’t about that stuff. Last month, our psychedelic, 2D precision platformer dropped for the Nintendo Switch and all across stores on the PC.
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