Daeno Sudo
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daeno.bsky.social
Daeno Sudo
@daeno.bsky.social
(Dane-Oh Soo-Doe)

I make games

Linktree: https://linktr.ee/DaenoSudo

*pfp by @pingsley.bsky.social
Well it is a bad model but the camera isn't helping.
November 16, 2025 at 6:07 AM
Another thing is incentive and wonder. Notice the reward above is visible to the lower path. This gets the player thinking "Wait how do I get up there? There's something cool up there i want to go back and get up there" Remember, the jump hasn't been taught yet. So it creates wonder.
November 12, 2025 at 6:00 AM
Also notice the slanted walls. That's to push the player to their goal if they're really shit. I don't want anyone getting caught on walls yet.
November 12, 2025 at 5:26 AM
Also the point of the uphill "punishment" is meant to infer that this player may be inexperienced. So I slow them down uphill so that they'll be more prepared/ready to see the next obstacle.
November 12, 2025 at 5:25 AM
Paths won't always converge in a linear way. This is just the tutorial, so I'm purposefully keeping the player going linear to focus on teaching the fundamentals. Later on, I'll introduce paths that branch farther. You gotta start simple though.
November 12, 2025 at 5:23 AM
That leads to gimmicks which are cool but inconsistent. Mechanics need to be consistent, which is why abilities are so hard to make. They have to be applicable as much as possible throughout the game, so that the level design isn't restrained to certain mechanics. Gimmicks are often a one and done.
November 9, 2025 at 10:47 AM
Ex: The first mandatory rolling section will force you down a slope into a stack of boxes or enemies. Naturally showing it to be possible. Then it's a matter of keeping that idea intuitive, by including it under other mechanics.
November 9, 2025 at 10:32 AM
Yeah but those aren't really "abilities." Currently you can do that stuff when you're rolling, running above a threshold, or stomping. Therefore, making that action a sub-mechanic that can be taught along with each ability's introduction.
November 9, 2025 at 10:32 AM
The only "ability" important enough to go in the first level is rolling. Since I included it technically with momentum as a mechanic.
November 9, 2025 at 10:27 AM
Its gotten to the point where if I want to remain organized with my level design, I'll have to release the demo with 3 separate stages, just so players can actually learn about boosting, skidding, rail grinding, hydroplaning, stomping, etc.
November 9, 2025 at 10:27 AM
As of writing this, the tutorial/first stage is focused solely on moving the character. There is literally no space for teaching any other game mechanic since moving has like 3 sub mechanics that are super complicated on their own (Controls, momentum, terrain).
November 9, 2025 at 10:24 AM
Its a dev essential atp
November 5, 2025 at 4:31 PM
Sorry should've clarified, I was referring to the skidding mechanic where you can make a 90 degree turn. If you mean the shockwave, yeah sure I can mess with that too.
October 27, 2025 at 4:41 PM
Too situational. Maybe it'll end up being some kind of upgrade or unlock. I'll keep in in the playtest demo just in case people like it.
October 27, 2025 at 4:33 PM
This is all bumming me out cause I keep being reminded I cant add a drift since she already turns good :(
October 21, 2025 at 5:42 AM
The idea is that I could include sharp corners in level geometry without having to result to lame boost pads. It'll give the player more control and freedom on how they wanna tackle the turn, while keeping the speed up if they time it right; otherwise, smash into a wall and lose all momentum.
October 21, 2025 at 5:39 AM