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.
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.
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.
Each level consists of 40-50 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.
No. It’s a console game that’s being brought to mobile...not the other way around. In fact, at the time of this writing we don’t even have the start of a mobile build of the game. We’ll get there, but we’re focused on making this game amazing and then we’ll worry about bringing it to iOS/Android.
Yep! We'll have SKIPZ™ AND SICK TECH™ so don't worry your fidget spinners.
We hope to have it in your hands before Summer of 2018. We don’t have a schedule on which platforms will be first, but it’s a safe bet to assume it will be PC/Consoles first and mobile shortly thereafter. We want to get it into as many people’s hands as possible without killing ourselves.