Speed Runner Friendly?

Discussion and feedback for Playtonic's debut game, platformer adventure game Yooka-Laylee!
Epic Elliot
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Speed Runner Friendly?

Postby Epic Elliot » Mon Mar 16, 2015 11:13 pm

(if someone could do a poll of this that be great :D )

how many of you would love this game to be speed runner friendly?

even banjokazooie & banjotooie on XBLA had leaderboards & it was great! they had them for ever individual levels! & really increased replay value (this coming from a guy who put in 99hours into all 3 save files of both banjo games as a kid!) & added the challenge of beating yourself & your friends.

(a hat in time is adding speedrunner friendly stuff i heard?)


(i used to hold a few world records in BKN&B #humblebrag ;P )

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Nightpaws
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Re: Speed Runner Friendly?

Postby Nightpaws » Mon Mar 16, 2015 11:16 pm

Any game with a gameplay timer is basically speed runner friendly :P As long as there's clocks and an endpoint it'll do by my books :P I can't see the stats screens disappearing. How else will we know how many pagies we have!?
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Epic Elliot
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Re: Speed Runner Friendly?

Postby Epic Elliot » Mon Mar 16, 2015 11:22 pm

true IDK i have been having so much fun playing donkey kong tropical freeze & there time trial & hard mode (not mirror tho :/ ) keep me coming back for more hours of entertainment! that game is an instant modern classic! :D

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TrenteR
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Re: Speed Runner Friendly?

Postby TrenteR » Mon Mar 16, 2015 11:24 pm

Speed Runner friendly? You can speedrun anything you want, but don't expect that they will explain you a DCW or something like this.

*DCW = Delayed Cutscene Warp. Method to skip from GGM to HAG1 fight

Epic Elliot
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Re: Speed Runner Friendly?

Postby Epic Elliot » Mon Mar 16, 2015 11:27 pm

no but they can add in a timer that keeps track of your best times & leaderboards :D

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Re: Speed Runner Friendly?

Postby Viellain » Tue Mar 17, 2015 3:02 am

This really does add replay value. I myself who practice insanely on trying to get the fastest time possible on stuff and just love competition would enjoy something like this. This really gives people something to master and just really shows people that they can say "I'm the best and these public records prove so" and gives people the ever-so great bragging rights to add to competition.

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Prof__Yogert
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Re: Speed Runner Friendly?

Postby Prof__Yogert » Tue Mar 17, 2015 3:12 am

I already know the ending it's The part that makes your face implode I don't know what makes your face implode But that's the way the movie ends

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TrenteR
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Re: Speed Runner Friendly?

Postby TrenteR » Tue Mar 17, 2015 10:58 am


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Xellos
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Re: Speed Runner Friendly?

Postby Xellos » Tue Mar 17, 2015 11:57 am

I'm strongly against making Project Ukulele speed running friendly in any way. The entire point of 3D collectathon platform games is to take your sweet ass time collecting every nook and cranny in the surrounding area, and exploration, not rushing into it. For to even make a game "speed running friendly" you need to remove large amounts of obstacles, puzzles, and barriers, like the note doors in Banjo-Kazooie. And that would pretty much ruin the idea of a spiritual successor to Banjo-Kazooie now wouldn't?

If people want to speed run like a road runner that's fine to me, but in no way I want to see that the levels get compromised because of that in mind.

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Re: Speed Runner Friendly?

Postby Viellain » Tue Mar 17, 2015 12:05 pm


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TrenteR
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Re: Speed Runner Friendly?

Postby TrenteR » Tue Mar 17, 2015 12:11 pm


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dotEXE
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Re: Speed Runner Friendly?

Postby dotEXE » Tue Mar 17, 2015 12:13 pm

I love Speedrunning. I don't think that should be the point of the game. An accurate in-game timer in the pause menu would be nice, but that's really as far as that should go. Any game can be speedrun. There's no need to design the game around that though.
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Xellos
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Re: Speed Runner Friendly?

Postby Xellos » Tue Mar 17, 2015 12:18 pm


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TrenteR
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Re: Speed Runner Friendly?

Postby TrenteR » Tue Mar 17, 2015 12:22 pm

Maybe they can add skipable Cutscene and skipable mumblings. Like in BK with L+R+B.

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Taylor
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Re: Speed Runner Friendly?

Postby Taylor » Tue Mar 17, 2015 12:32 pm

Taylonic Ltd.

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Xellos
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Re: Speed Runner Friendly?

Postby Xellos » Tue Mar 17, 2015 1:42 pm


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TheMasterDS
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Re: Speed Runner Friendly?

Postby TheMasterDS » Tue Mar 17, 2015 3:15 pm

It'd be cool if there was some feature where the community could make routes in game and then you could have IL WRs for each split in the route. Like DKCTF's replay system but per user defined chunk rather than per level. That'd probably be really hard to do though.

Could be a stock "given all the moves how fast can you 100% this world" type mode but then that assumes a Kazooie style where no interworld stuff is needed. I dunno if they'll be no interworld stuff.

Epic Elliot
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Re: Speed Runner Friendly?

Postby Epic Elliot » Wed Mar 18, 2015 5:23 pm

well yeah i think he dosnt get what i ment by speed runner friendly plus shovel knight was built to be speed runner friendly & it turnd out very good & successful because the game flows so well just like DKTF levels flow so well its just good game design plane & simple

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GildasMagnus
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Re: Speed Runner Friendly?

Postby GildasMagnus » Wed Mar 18, 2015 7:52 pm

For me it depends on how much they require you to complete in order to actually finish the storyline - for example Banjo-Kazooie requires you to obtain almost every Jiggie, whereas Super Mario 64 required you to collect far less Stars in order to finish. I'd prefer it, in this example, to be less friendly for Speed-Running, meaning to actually finish the game you'd need to collect at least 85-90% of all collectables.
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TrenteR
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Re: Speed Runner Friendly?

Postby TrenteR » Wed Mar 18, 2015 8:36 pm



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