Jeremy Burns
jaburns.bsky.social
Jeremy Burns
@jaburns.bsky.social
Programmer and game designer, working on Rebounder with @thirtythreegames.bsky.social
Yeah you're right, it definitely lacks the fun shitposty energy
July 8, 2025 at 2:23 AM
Ah fair, yeah it's definitely a brutal one lol. Sure Shot is a bit easier IMO, might be worth trying with save states if you haven't. Oh, something else to try would be slow-down maybe? Celeste's accessibility features are so nice, it's too bad you need to lean on the emulator for such things in smw
July 8, 2025 at 2:16 AM
That's a frustrating feeling. I assume you've tried playing through with save states but find that unsatisfying?
July 8, 2025 at 2:12 AM
SMW doesn't check everything every frame, so depending on the frame you do something on it might not detect it, which is the absolute pinnacle of inconsistency. Midair shelljumps are affected by this strongly.
July 6, 2025 at 10:49 PM
Next time someone says the hitboxes are consistent ask them how many midairs they can do in a row lol
July 6, 2025 at 10:47 PM
That's part of why I'm hoping a new game that's influenced by kaizo and shell jumping specifically can bridge the gap to new players. There's many accidentally cool things in SMW kaizo that could be approachable by anyone if designed deliberately.
July 6, 2025 at 10:41 PM
Yeah I know what you mean for sure. There's definitely an effect where the more that people get used to something the less it feels like jank, so the people in the position to patch these things in SMW don't realize there's a problem or even consider them fair game.
July 6, 2025 at 10:39 PM
Thanks! 100% agree. The jank plus the weird hitboxes plus the super punishing timing windows can all be left behind and you're still left with something challenging and fun with a high skill ceiling.
July 6, 2025 at 10:31 PM
GG! Very fun level!
February 7, 2025 at 8:26 PM