
It’s a Super Meat Boy renaissance for Refenes. “You see people's reactions to your game,” he said, “and even though you've been standing on your feet for seven hours just waiting to get home to sleep to do it again the next day, you can't help but smile along with them.” Forever would still be Team Meat’s riff on the runner, but larger in scope.Įvery time people saw the game, it underscored he was making the right decision. The mobile prototype was tossed out, and Refenes broke an old promise, deciding on a proper sequel to Super Meat Boy. McMillen is no longer part of Team Meat, but the studio survives. More than 7,500 levels were uploaded-”a lot of the levels were garbage but there were tons of amazing levels and ideas people put out there”-but other tasks grabbed Refenes’ attention, and Super Meat World pushed down the priority list.


Lesson learned, but after I restored what was there I locked out all uploading to the server and just said ‘fuck it.’ There was no real incentive for me to rewrite everything because I had other things I wanted to do and I didn't want to work on the editor alone again so the lock stayed.” “I was a dick for not securing it,” he said, “they were dicks for destroying it. That “shortcut” Refenes was referring to allowed hackers to infiltrate Super Meat World’s database, screw everything up, and force Refenes to shut everything down. The development of Super Meat Boy had been exhausting-professionally, emotionally, financially-and the continued declaration of “no Super Meat Boy 2,” “a final gift” and “shortcuts” seemed part of the same picture. Their struggle was highlighted in the documentary Indie Game: The Movie. In 2011, the studio published a post-mortem about their time working on the game. At the time, Team Meat was suffering from burnout.
