I cant stress enough how absolutely ahead of its time this pace was
Жүктеу.....
Пікірлер: 2
@wileecoyotegenius59553 ай бұрын
A bittersweet run, insane start but shame it had to almost die to the last 2 worlds. Does it feel weird speedrunning a game you made? I know a lot of creators cannot see their own work the same way everyone else can, they scrutinize the flaws a lot more.
@namb0
3 ай бұрын
(Sorry it took so long to respond to this, been trying to think of a good answer) :P It actually doesn't feel as weird to run my own stages as one might think. I think the major reason for that is that while I made the stages, I didn't "construct" RTA strats while I modeled the stages. Doing the run for this feels similar to doing the run for something like Gaiden Master, where every stage has a sequence break that (for a lot of them) I helped find, but I didnt "create" the skip, I just found it. By design, I wanted the stunt goals in this pack to all have "unintended" solutions, and as a result the vast majority of stages have skips that felt just like learning any other speedrun. I will mention tho, whenever I get "owned by the stage" by a silly or unfair-feeling stage design choice, it does make it much harder to 'blame the game' for the mistake, since I made the stage xD , but I think this actually helps my mentality because it shifts my thinking away from frustration at the stage to problem solving, asking "how can I avoid this outcome in the future," which is a much more helpful mindset to be in after a mistake :D
Пікірлер: 2
A bittersweet run, insane start but shame it had to almost die to the last 2 worlds. Does it feel weird speedrunning a game you made? I know a lot of creators cannot see their own work the same way everyone else can, they scrutinize the flaws a lot more.
@namb0
3 ай бұрын
(Sorry it took so long to respond to this, been trying to think of a good answer) :P It actually doesn't feel as weird to run my own stages as one might think. I think the major reason for that is that while I made the stages, I didn't "construct" RTA strats while I modeled the stages. Doing the run for this feels similar to doing the run for something like Gaiden Master, where every stage has a sequence break that (for a lot of them) I helped find, but I didnt "create" the skip, I just found it. By design, I wanted the stunt goals in this pack to all have "unintended" solutions, and as a result the vast majority of stages have skips that felt just like learning any other speedrun. I will mention tho, whenever I get "owned by the stage" by a silly or unfair-feeling stage design choice, it does make it much harder to 'blame the game' for the mistake, since I made the stage xD , but I think this actually helps my mentality because it shifts my thinking away from frustration at the stage to problem solving, asking "how can I avoid this outcome in the future," which is a much more helpful mindset to be in after a mistake :D