#what makes a level fun to speedrun?

5 messages · Page 1 of 1 (latest)

normal estuary
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i've asked in GD creating before but never got a response
i am making a level where the player has to get from point A to point B in arouned 60-90 seconds, i'm currently wondering whether the level is fun to speedrun, so i want to have general examples on what i should be aiming for in terms of gameplay so i can come to my own conclusions

so i would like to ask, what makes a level (or game) fun to speedrun? what makes a level (or game) unfun to speedrun? be sure to include both geometry dash and non-GD examples within

additionally, i would like to ask how i'd implement routing into the level? my idea is that the person with the fastest route would by default have a faster time, even if the player isn't as skilled as the person running a slower route, i'm thinking that this would make it more interesting to run. but i don't want to add random maze parts to the level!

thank you for reading (if you see this) and i'm excited to hear your response!

solid light
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A few things that would make it fun (at least to me) would be if there is some kinda shortcut that's well hidden, but also saves a lot of time, (like moon skip in super mario odyssey) or a puzzle that takes a while to figure out, but once you do, it's pretty quick to get past. Also simple and easy to read gameplay for the main chunk of the level makes for good speedruns. (hopefully this makes sense, let me know if you want me to iterate further)

normal estuary
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by readable gameplay, is the camera being zoomed out enough? or are there more examples you'd want to provide?

solid light
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yeah, the camera looks great! by readable I just ment not confusing/easy to understand

normal estuary
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i can work on it more, yeah!
there are a few slope jumps so i'm just worried they are a bit tricky to understand