![]() ![]() This is the sequel to Super Meat Boy and it is glorious. I could not be more proud of the work we’ve done. ![]() We have a banging sound track from Ridiculon and audio design from Power Up Audio that really puts this game over the top. We have a beautifully animated story that we will most likely expand on to a short film and maybe more. ![]() We have created thousands (yes, thousands) of levels for you to play. I built a team of amazing artists, animators, and level designers that all truly understand what makes a Meat Boy game a Meat Boy game. The game that is coming out is the biggest and most ambitious game of my career and is by far the most complex project I’ve worked on in my entire life. 11:15am Needs a 'Turn off Auto-Run mode' I dont feel in control of the game. Super Meat Boy Forever > General Discussions > Topic Details. Had you warned me about this beforehand, it would not have made a difference. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. We created over 6000 level chunks and smash them together to create new unique levels and each time the game is completed the option to replay the game appears and generates a whole new experience by presenting different levels. Four years is a really long time for development. The answer is simple: Playing through Super Meat Boy Forever several times and having new levels to play each time. Here we are, almost 4 years to the day that Super Meat Boy Forever came back into my life and the game is finally releasing. At that point, I went all in and decided that the iconic platformer from 2010 was going to get a sequel that people weren’t expecting and I was going to do everything in my power to make it extraordinary. Up until mid 2017 I still was calling Super Meat Boy Forever a “spinoff” in my head but the more I played the more I knew that this game was the sequel to Super Meat Boy. As I played that 2014 prototype I realized that no one had done anything like this. Still though, the scope at that time was to finish a quick game and be done with it. Two years later, in December 2016, life let me breath a little bit and the opportunity to work full time on Super Meat Boy Forever finally came back. I wanted to at least finish it, but wasn’t able to. Even though development stopped, I did not stop thinking about it. Life has a way of messing with even the best laid plans and shortly after we showed it publicly development completely stopped. The original scope of Super Meat Boy Forever was a short game consisting of a handful of levels and was meant to be a palette cleanser between larger projects. I knew it could be done and I knew it would be a challenge, which is what I crave when it comes to projects I work on. The idea was to make a simplified platformer that feels like Meat Boy in every sense of the word. When we first announced Super Meat Boy Forever 6 years ago at PAX Prime 2014, the intention was to do a quick game to get an idea out of my head that had been stewing in there since 2011. ![]()
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