Alejandro Melian · Game design
Shipped · itch.io · platformer for speedrunners

Neon
Red

Neon Red is a platformer for speedrunners. By utilizing the red line connecting your arm and hand, you'll need to use momentum and swings to reach the goal as quickly as possible. Defeat enemies and strive to improve your times.

01

Trailer

The line is the whole verb
Trailer · ReleasedWatch on YouTube ↗
03

Core loop

01
Swing
The red line between arm and hand is the traversal tool. Everything else follows from where you anchor it.
02
Carry momentum
Speed is inherited between swings, so a clean route is a chain rather than a series of jumps.
03
Beat the time
Enemies and the clock both cost you. The run is the score.
04

What I owned

Enemy roles, honest telegraphs, encounters built to teach.

Combat designEncounter design
Discipline
Combat · encounter design
Platform
PC — itch.io
State
Released
Team
Student/indie team
05

Design problems

Combat inside a speedrun
Enemies have to be readable at full momentum — a telegraph a runner cannot see at speed is a random death, not a challenge.
Encounters that teach
Placement introduces one idea at a time so a first run explains the swing and a tenth run optimises it.
06

Systems in the shipped game

~/projects/neon-red
Movement
  • Red line tether between arm and hand
  • Momentum-carrying swings
  • Route optimisation as the skill ceiling
Combat
  • Enemies placed against traversal lines
  • Telegraphs readable at speed
  • Times as the progression metric
07

Team & pipeline

Notes pending

Team size, how the work moved between departments, and what the pipeline looked like day to day — tell me and I will write this section properly rather than guess at it.

Postmortem
What you would change with another pass. Same as above: give me the notes and this becomes a real section.