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Intro
Mechanics bugs
Treating levels like a skatepark
Incentivizing speedrunning
Play conditioning
Occlusion Culling
Reward them for playing the fun way
Making speedrunning less infuriating
Baked Lighting
Unless...? (Increasing Scope)
Cheaters
Optimizing Enemies
Shader Compilation
Adding Eyeballs
Graphics APIs
Conclusion
Rapid Fire Optimization Tips
Appealing Response
Ending & Results
Getting Something Playable
Predictable Results
Instantaneous Response
Player Grace
Finding Fun
Easy But Deep Mechanics
High Level Results
Horrible Bugs
Montage
Production and Polish
Godot Project at a High Level
Optimization
Wrapping Up
Incentives
Most Requested Features
Idea
Playtesting
Level design
Personal Stuff
Don't Require Perfection (at first)
Optimizing my Game so it Runs on a Potato
Talking Business
The Magic of the Playtest
Preventing the Rage Quit
Easy to Learn, Difficult to Master
The must always feel in control
Rewards
Speedrunners Broke My Game. I Embraced It.
Nerfs and Buffs
Punishing Gameplay
Doors
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