3.1 To-Do List


I’ve gotten some good feedback so far about the latest demo.

So far it seems people like it! I’m very proud of making a good game.

As far as criticisms, seems like the most common one is that you uncurl when hitting an enemy or something and you can fly into another one and get hit. To be honest, whenever I tried to fix that, you’d get stuck inside the enemy instead, but today I’ve finally managed to fix that. You now stay curled when bouncing off of an enemy/walkie talkie/etc, so no more cheap hits.

The other one is that bosses have too much HP.  So far I nerfed Cinge (the first boss) so he takes way less hits. He’s definitely more fun now. The weirdest game design lesson I’ve ever learned is that the game designer will always be better at their own game than anyone else who could possibly play it, except for speed runners. I’ve noticed it takes people twice as long to beat one of my own levels as it does me. And that’s fine! That doesn’t mean the players are bad, it means I’m way too good, and that easy for me = hard or normal for someone else, so I have a better idea on how to make fair difficulty. So with bosses, I could kill them in about a minute, but they’re super tedious for other people. The solution there is to nerf the boss. So I’ll be nerfing the other two bosses too. I’d like to keep the same difficulty but make the fight progress faster.

Mega Klaw’s fight in particular I had to rush to meet the SAGE deadline, so I’m not all that happy with it. I think the gimmick of the fight works and is good, he’s just kind of sloppily designed otherwise. I’d like to redesign the fight entirely while keeping the “climb up arm” gimmick. I might not have time to do that this week, so worst case scenario that will happen in the next demo.


As far as any other criticisms, now’s the time to hit me with them. September 2nd is when SAGE starts and I’m allowed to keep updating the game, so I’d like to drop 3.1 by that day at the latest. Speak now or forever hold your peace (until Demo 4 anyway).

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