#Scrapped Mechanics
8 messages · Page 1 of 1 (latest)
"We tried a water level but didn't like it, and it turned into Reflection. That's not to say a fun water level couldn't be made, but it didn't work for what we were trying to do." -Noel (in the faq)
Yeah, Making a fun water level seems quite difficult, but that might be because i haven't really seen water used in any fun mechanics
digging through old dev chat, i found this from kevin as well "Specifically, Maddy made a water level (in which you could just dash forever)...but it didn't feel great. Then they experimented with an infinite dash power-up...and realized that's basically the same thing as being in water. So that was ditched too.
In the end, we landed on the Feather."
This video shows a lot of the earlier versions of celeste and there are some mechanics that used to be in celeste, very interesting video imo
https://youtu.be/u-nSjhIgmXc
Noel & Matt hangout, play old in-development builds of Celeste, and chat about the process of making the game.
Unfortunately, the video stops just before we start showing off our level editor, but most of it is here!
Ah, neat
Yeah that video has a lot of stuff in it ^
There were lots of things that were tried and didn't make it in. I think it's visible in that video but we tried things like the Seeker's respawn burst but as static objects, before the Seekers existed. We also at one point tried meatboy-like missiles for Ch5 but they didn't fit (aesthetically or gameplay)