Well, I certainly can add this as an in-game feature, the main reason I didn’t was because of how easy it is to edit the save file, so we just have to be aware that we can’t trust a screenshot of the end screen without a video to verify the IL times
@hahhah42 Regarding the "sum of best tracker for IL times", what exactly do you mean? Is this a functionality of SRC, or is it something I would implement in the game itself?
Right now, you need all 15 leaves from every level to advance to the next world; would people be interested in running Any% versions of the game where you only need to collect 10 leaves per world, or in the extreme case; only 1 leaf per level? EDIT; Vote on your preference on the #worlds-within-worlds channel on the Discord! https://discord.com/invite/deX7xjdb6Q
@hahhah42 I'm not sure about the aspect of this that involves completing the game, I can't seem to replicate that on my end. Though I can say that this is intentional behaviour, but I understand why it is confusing. You can enable the Timer without being in Speedrun Mode. The Timer will measure your overall game time as if it were in Speedrun mode because Speedrun mode only disables the 1-1 fire and shows personal best times above levels. To clear up the confusion, I can probably make it so that the Timer is only visible if Speedrun or IL mode is active
I agree that we should use real time over IGT, but I wanted to show both until everyone has made a run and set a real-time record, then we can transition over more smoothly
Nice run! Going to be tough to get a better time than that
So far, here are ideas for extra game modes I’ve had;
- Shuffle: Every level, back to back, but the order has been shuffled
- Backwards: Start at the end of each level (not the usual spawner) and work your way backwards
In v1.2, I'm going to add a mode that displays IL times above each level in the overworld, so it will be much easier to get IL runs going
You're so close to <6 it's crazy!
Your execution is actually much better than average! I’ve watched every run of my game, and most of the time people make around 32 separate mistakes / non-optimal paths, yours is much lower! One big thing to keep in mind; in World 4, if you fall, just hit R to restart and you’ll reappear at the last Level gate you exited.
This was incredible! It’s so fantastic to see someone actually innovating and discovering new strategies even faster than the ones in my guide video. Sub 6 coming soon for sure!
Top-Left, Top-Right, and Bottom-Right will all be options, Bottom-Left is where the Leaf Counter is, but perhaps I could allow the user to overwrite that?
Such a clean Goat Level! That’s even better than my guide video
@hahhah42 The cursor visibility is absolutely a bug; easy fix, thanks for noticing! Mouse inputs getting eaten is a bit trickier; I’ll have to investigate this since it hasn’t been reported before. Another QOL change I’m going to make; a single button to enter / exit levels rather than one you have to hold. The in-game timer is a count of frames, which is subject to lag and hence causes the discrepancy. I can make this more accurate on desktop, but the timer fixes I tried don’t work on web unfortunately.
Solid run; I know what you mean about remembering which way to go when you start a level; I made the darn game and I still forget sometimes!
@hahhah42 Sorry for the misunderstanding, as @GUSE0 has identified, the issue is that the Itch.io version does not save data while the Armor Games build does. Armor Games paid me a licensing fee to get a version of the game which has “premium” features; access to Infinite Descent and Saving / Loading. Otherwise, these features are part of the paid version of the game. I can understand that this isn’t a very graceful way to separate paid / unpaid versions of the game, but my core goal was to keep the core game (and all of its levels) free, which didn’t leave many options to create a value proposition for the paid version. Please understand, it is something I have put a lot of thought into, and while I’d love to make it free, the fact is I still need this to earn money for me somehow if I am going to have any chance to work on this (and other games) full time. But, it’s also a fact that only 3 people out of the thousands that played it paid for the game, so perhaps I could start a different thread asking players what would be a better value proposition for the paid version.
@hahhah42 Ah yes, I remember seeing that game come out of Ludum Dare. Thanks for suggesting "0" as the reset key! I can probably make it the default and at least allow the user to remap it by editing an INI file. I just tested WWW in FireFox private mode, and the game does still remember the settings if you "Erase Save Data"; however, if you close the browser and re-open, then it will delete the entire save-file (along with preferences).
@hahhah42, the game is supposed to save your settings after a reset, at least, it does for me in both Chrome and FireFox. Having a hotkey for a full-reset is a good idea, do you have a suggestion for what that could be? I could simply make it pressing "R" while paused.
Hello! I'm the developer of Worlds Within Worlds; a retro-platformer which I built to have an emphasis on accessibility and speedrunning! I hope people enjoy trying out my game (it's free in-browser on Itch.io) and consider giving it a speed-run attempt;