Try allowing for it? Levels like Tight Fit have a "dev" time that's almost frame-perfect.
Knowing movement timing goes into replays, it really wouldn't surprise me if they were used to generate unrealistic "dev" times. I'm convinced that if the dev really spent that much time manually recording runs, they would have picked up on various control quirks and shortcuts that went unnoticed.
In short, I challenge kpulv to watch the following video through and say it was an enjoying watch.https://www.youtube.com/watch?v=aHDl_PGRhdgEdit:
Reading this through the following day, I realise it sounds a bit whiny. But I stand by the difficulty I have in believing certain dev runs are sensible, let alone genuine. They've written a considerate-sounding piece about platforming ledge forgiveness
, but their stated purpose of helping players is betrayed when abusing this mechanic is required
to compete with many dev times.
More to the point, if they care about platforming forgiveness and have played the game extensively enough to record some incredible times, how come they've completely failed to notice that Momma Flinger's body can be wholly above a ledge she's jumping up to yet still not manage to reach it?Edit again:
This is becoming more obvious the further I progress... levels like The Flow and Chip Away - which involve getting a pivotal moment frame-perfect at the very end - are interspersed with levels like Elevator where there's the most obvious shortcut ever (instead of doing the puzzle, just... jump up and grab the baby...) to finish a 31-second dev time level in just 9.
I'm going back to being whiny here, but dev times have been made pivotal to progression. How come some of them are mechanic-abusing chores to pip the ninja by milliseconds while others are a joke? Wouldn't it have made more sense to make them all reasonably tough but beatable? Despite my complaints I'm growing fond of this game's playability, but this aspect of it, unfortunately central to playing it, really makes it hard to call it great.Edit again again:
I swear, if I wasn't so far into this game... The extreme mismatch of difficulty is the most obvious it's ever been with levels 96 (Dramatic Toss) and 97 (Circular), the former being another pathetically easy rainbow flower and the latter being the most unbelievably demanding task I can imagine with button timing followed by ascending jumps (always tough when the sprite is misleading, see above) finished with a baby-grabbing jump into a narrow gap against a dev time that has one of the smallest margins for error in the game. There's no way this forcibly important part of the game was playtested. None.