The short matches and the many opportunities for interaction (and the possibility to grapple your opponents) also help in making it accessible! Of course, in the end, you’ll be outrun by your opponents, but you’ll feel like at least you had a chance. For instance, the idea was that in many maps, you can simply hold the right stick to the right, and you’ll be able to run along quite some time. So initially, the game was focused on being as accessible as possible. Naturally, some of them were better at certain games than others, and what I wanted to was create something that all of us would have enjoyed and be able to compete in. When we started working on the game, I initially designed it for my 15-year old self, who used to play local multiplayer games at home with my friends. What do you think makes the game so instantly appealing? SpeedRunners has a remarkably enthusiastic fan base and was, for a time, an esport. Which means they know what makes a level challenging, even after you’ve played the game for hundreds of hours. These maps have been created by players who know the game as well, if not better than I do. ![]() While I’m proud of the levels that we designed ourselves, I actually feel like the user-made maps may provide more interesting challenges to experienced players. Yes, the game includes a selection of the best maps made by the community. Is the game’s library of user-created levels available to Switch players at launch? And have you been impressed by the community’s user-made maps? So to be on the same platform as such a classic game is very exciting. ![]() ![]() Of course, we’re honoured to be compared to Mario Kart, which was obviously an influence on its design. The fact that the console is a multiplayer console by design, and that every console has two controllers by default works very well with a multiplayer-focused game like SpeedRunners. We think SpeedRunners feels right at home on a Nintendo console and are very excited to finally have it running on the Switch. Are you pleased to finally bring it to a Nintendo console? It certainly has the vibrancy and inclusiveness of a Nintendo game. ![]() SpeedRunners has been favourably compared to the Mario Kart series. Other than that, the game basically has the same features, so it includes both online and local play as well, up to four players. The Switch version has the added feature of supporting wireless play, so if you have multiple Switches in the same room, they can play with each other, which is a lot of fun and a really cool feature that sets the Switch apart from other consoles. So for instance, making sure all the different type of controller configurations were handled properly.ĭoes the Nintendo Switch version of SpeedRunners have any new features? Does it include both online and local play? How many local players does the game support? Our main focus was making sure the online multiplayer worked properly, and of course that the game would be easy to pick up and play, as one would expect of any Nintendo Switch game. Did you have to make any specific changes – such as the change in screen size – to accommodate docked and handheld play?
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