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Team Meat on how Super Meat Boy Forever expanded upon its original 2014 build

by rawmeatcowboy
13 September 2017
GN Version 5.0

Coming from a Eurogamer interview with Team Meat's Tommy Refenes...

"In the original 2014 [build of the] game we just randomly threw [procedurally generated] chunks at you until you got to the end. The way levels were created is they were all miniature levels and then we put them together based on difficulty criteria. We found that the levels needed a cadence to them, because you don't want to throw a whole bunch of hard stuff at somebody, or a whole bunch of easy stuff. You want to be able to ramp them up. Here's a little bit hard. You beat this hard thing. Now turn it down a little bit then ramp it back up. We were going to use that to keep keep creating randomly generated levels, but randomly generated levels that make sense and feel like they actually have design to them. That have a particular cadence to them and don't just punish you."

Refenes has a lot more to say about Super Meat Boy Forever, including how the scope/scale grew as the desire to bring it to consoles like Switch rose up. Check out the feature here.

[Link]