
A fast, punishing precision platformer.
Gcreator of Game Maker's Toolkit testWhy is it so hard to make game design decisions? (Developing 3)
Gcreator of Game Maker's Toolkit testShould Designers Listen to Negative Feedback?Super Meat Boy appears in two Game Maker's Toolkit videos as a reference point, not a case study, so no figures exist. Its lessons: don't mix genres, since a sudden chess level would break a precision platformer. Creator Edmund McMillen says a vague complaint like "the controls are bad" could have hundreds of causes, so ask specific questions to find the real problem.
From Edmund McMillen, Super Meat Boy creator
Edmund McMillen asks specific questions to find the root of a feedback complaint. The Super Meat Boy creator says a complaint like 'the controls feel bad' could come from hundreds of different causes. He advises designers to ask specific questions and find the real problem before acting.
Players usually phrase feedback as a fix, such as nerf this or remove that, and rarely see the knock-on effects. His line: "When responding to feedback, ask specific questions and try to find the root of the problem."
Super Meat Boy's fast platforming shows why genres should not be mixed in one game. Mark Brown says a Super Meat Boy level that suddenly became a game of chess would feel like playing two different games. Punishing platforming and slow puzzles appeal to different players.
Super Meat Boy also influenced his original speedrunning vision for Mind Over Magnet. His line: "This is like playing Super Meat Boy and then suddenly having a level where you have to play a round of chess." He contrasts this with Persona 5, which does blend life sim and JRPG.
A influence on Mark's original speedrunning vision. Suddenly facing a chess round in it illustrates why platformer and puzzle levels cannot share one game.
Super Meat Boy's fast platforming shows why genres should not be mixed in one game. Mark Brown says a Super Meat Boy level that suddenly became a game of chess would feel like playing two different games. Punishing platforming and slow puzzles appeal to different players.
Super Meat Boy also influenced his original speedrunning vision for Mind Over Magnet. His line: "This is like playing Super Meat Boy and then suddenly having a level where you have to play a round of chess." He contrasts this with Persona 5, which does blend life sim and JRPG.
Creator Edmund McMillen advises that a complaint about controls could have hundreds of causes, so designers should ask specific questions to find the real problem.
Edmund McMillen asks specific questions to find the root of a feedback complaint. The Super Meat Boy creator says a complaint like 'the controls feel bad' could come from hundreds of different causes. He advises designers to ask specific questions and find the real problem before acting.
Players usually phrase feedback as a fix, such as nerf this or remove that, and rarely see the knock-on effects. His line: "When responding to feedback, ask specific questions and try to find the root of the problem."
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
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A puzzle platformer where you escape a factory using a magnet and a magnetic field.
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Mark Brown's first game, a puzzle game he made while learning Unity.
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