|To Be Announced||PC|
|Team Meat||Team Meat||Go to [icon type=”icon-popup”]|
Is This a Sequel?
Yes. This is Super Meat Boy 2, but with a less boring name than “Super Meat Boy 2”.
Let’s start with what’s the same: Dr. Fetus is still a jerk, gameplay is super challenging but fair, there are tight controls and great levels and you will die…a lot.
Now what’s different: Meat Boy and Bandage Girl have a little baby named Nugget (awww). Dr Fetus has kidnapped Nugget, forcing Meat Boy and Bandage Girl to rescue her. Levels are dynamically constructed based on difficulty. Each time you beat a level, it reconstructs into a harder version of itself (up to a point…we aren’t gods). Meat Boy and Bandage Girl are no longer defenseless, they can punch and kick their enemies. And, the biggest difference, the controls controls are now two buttons, you have a jump, a jump attack, a dive, and a slide.
Two Buttons? That Sounds Dumb!
Here’s the thing: shut up. Two buttons doesn’t mean less control, it means we designed levels to use two buttons. You can get a surprising amount of movement and precision by designing levels that complement your controls. Super Meat Boy felt great because there was a marriage of level design and controls, Super Meat Boy Forever is no different.
Is This an Infinite-Runner?
No, Super Meat Boy Forever’s levels have a defined start and end, no infinite running. Meat Boy and Bandage Girl do always run though, if someone kidnapped your kid you’d run all the time too.
So if you always run, what are the levels like?
Each level consists of 100 carefully designed “chunks” that are placed together to create a level. Chunks are like little Meat Boy levels that are designed, decorated, and given a difficulty rating. Each time you beat a level, an increased difficulty criteria is used to generate the harder version of that level. Also, levels need to have a certain cadence to them so they don’t feel like just random stuff thrown at you. We’ve worked on a system that allows us to give a criteria of difficulty and pacing that makes the levels randomly, but still within the confines of what we want the levels to be presented as.
Can I speedrun it?
Yep! We’ll have SKIPZ™ AND SICK TECH™ so don’t worry your fidget spinners.
When Is It Coming Out?
We are shooting for April 2019 for Nintendo Switch, Xbox One, Playstation 4 and Epic Games Store and April 2020 for Steam.