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A jam submission

bearcycleView game page

Fast-paced motorcycle racing with a wacky platforming twist 🐻 🏍️
Submitted by Alvarius Games — 2 days, 5 hours before the deadline
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Comments

Submitted

Updated: just complete the demo, and IMHO, flying just doesn't feel good, and is completely unnecessary in this game, and the gravity field thing that appears in the last level is almost uncontrollable, and there's no indication when it affects you, cause you could be far away from the fields but still get pulled into them.

I'm also gonna agree with Rezydent, that some moments, requiring you to quickly press Z to activate springs/grind on rails do feel like QTEs.

Winnie the Pooh having his own voice lines and "friendship wave" with Piglet was pretty cool, though.

Submitted

I gave the custom levels a try, and they work fine, except for the level preview, which doesn't load. I also tested the level editor, and it's perfectly usable, but has some issues:

  • Editing splines can be a pain in the ass, especially when adding in new points, cause often it'll make the spline illegal, since their tangents are always horizontally aligned. I'd suggest allowing illegal splines while editing, but not when previewing/saving the level.
  • Boosters and spring could "stick" to the surfaces of platforms without the need to perfectly position/rotate them.
  • Support for Del. and Ctrl+Z would also be nice.

I also played the main game, and it seems like it's improved a lot(I haven't played it in a long time, so I don't remember what it used to be like): the controls are more conventional, and new features like rails are very fun to use.

I played for about 10 minutes on the Android version. It's pretty fun and the goofy presentation works in its favor. But the controls are a little weird. I keep getting accidental reverses when doing backflips since the input switches from left to right as soon as you cross the vertical threshold. 


Maybe you could make it so that you can't switch directions in mid-air or something? Maybe it's only a problem with touch controls. 

Developer

thanks for playtesting the android version! Yes I definitely need to rethink the touch controls, the turnaround in midair is a problem. I’ll think through it, thanks again

(1 edit)

I can see a big potential, and it can easily blow Sonic out of the water.

The game goes to town with context sensitivity, and since one button does everything at some point it feels like I'm just holding up and Z to make things happen and progress further. An example of immediate problem of this configuration is during bossfight, where pressing Z button attacked the boss, but my intended action was grinding.

Even rotating the bike feels useless, since it doesn't require as much careful angle management as Elastomania, so it effectively becomes a QTE during grinding, and rocket boosting which I'm not fond of.

Hard to say if the design should be changed, since the game encourages speed, it doesn't leave much options to introduce new controls.

It was still fun btw.

Developer

thanks for playing and thanks for the feedback. I’m going for a more approachable game with very easy mechanics, I agree that a trade off with that is the context sensitivity problem you mentioned. I tried to get around this by having tricks and manuals and combos for more advanced players to push the limits of the game, but I might not be communicating that well.


thanks again for the feedback, I do take it to heart and will ponder over it.

Submitted

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Developer

based this is super helpful, thanks so much

Submitted

good as always, the new city levels are pretty fun

volume on the game is too loud and there are no in game audio options

the menu for online levels cant be navigated thru controller

i couldnt figure out how to delete points on platforms in the level editor

there should probably be an option to add an instakill area at the bottom of a level

Developer

all those are for sure points I’ll be adding in, I rushed through the level editor UI just trying to make online components work. Thanks for the feedback!

Submitted

Doesn't seem like gameplay has changed much since I last played, but that's okay because the game is still pretty fun. I tried the online functionality and was able to test some of the online levels.

Developer

thanks for testing online levels!! Yes that was the big improvement from last time, glad it seems to be working 

Submitted

Pretty fun, reminds me of the Trails games. I don't like the interaction mechanic, I would prefer auto grinds and stuff, I struggled in a couple of parts when I had to quickly interact with multiple rails in quick succession. Also, the hit box for interactions seems too small. The music is way too loud. Finally, I think there's something wrong with the framerate. I play on 144Hz monitors and was getting a lot of stuttering and weird blurring.

Keep working on it though, I think it could be a lot of fun.

Developer

thanks!! I’ll have to get my hands on a 144hz screen for this, and I’ll try to up the hit boxes. Thanks for playing :)

Submitted

The level editor feels really good, especially the spline placing, that felt pretty natural. Only mention I would have would be that sometimes switching between rotation and moving didn't seem to immediately switch on click, not sure if you can reproduce that.

But what a fun addition, I played all the online levels from the others, I hope you add high score lists to them too for flexing rights, those would be awesome, I want to flex my Skirrt the Irrt highscore.

Also just noticed the garage customization, FINALLY I can be momma bear as pooh with kaneda's bike JUST as the developers intended, thank you.

Developer

hahahahah pooh with kaneda's bike and the dimmahat is the dev approved costume, that's my go-to.

I know exactly what you mean with the switching on click I'll be fixing that. And yeah definitely I hope to add some highscores, maybe a like feature etc. I might wait until I integrate with steam API when I do that

Submitted (1 edit)

This is pretty fun. It reminds me of trials and hill climb games, but it feels a little off. For example, if I land at an angle and revving in the opposite direction, I would expect to flip over, but I land just fine. Maybe it needs more intensely physics-based movement.

There's already a lot going on and it could be quite good, I just think the basic movement could feel better. I also love that I can play as public-domain-Pooh.

Developer

Thanks for the feedback! Yeah I'm not going for a realistic physics-based motorbike game, I purposefully make it very forgiving when landing flips etc. So you're not wrong in your feedback, its just a stylistic / usability movement system I'm trying to target.

Submitted (1 edit)

Level editor:

If I have my mouse on the upper right side of the screen, and I zoom in, it should zoom into the upper right side of the screen, not the center.

When curving a strip of land upside-down, and then adding a new node to the upside-down poriton, the new node will be perpendicular to the path, instantly red,  and you can't place it.

Having a ghost-path view of the most recent test of a level would be nice

More keyboard controls like TAB to switch mode or R to retry a test would be nice

Bike physics:

going down a big hill is limited by the wheels

going fast right, then going up a half-loop and moving fast left, when you land on your wheels, you lose your momentum


I made Skirrt the Irrt (DNQ4G)

Developer

Thank you so much, this is really concise feedback of various level editor patterns that I fully agree would make the experience much better. I'll take them to heart and probably implement most of them by next DD.

I also agree about the moving left then right momentum loss, I need to think about how to differentiate changing direction on the ground (Which should have some momentum loss) vs that situation you are talking about, because I have noticed it too. Thanks again!!

Submitted

I'm the guy posting webms in the thread, but to recap:
Rail spline points have erratic behavior at high speed. Levels have currently no limit on size and thus the background runs out after a time.

Additionally I found rotating to be a tad awkward. I kept deselecting the object on accident instead of moving or rotating it, though I imagine this control scheme works much better on touch. I understand only being allowed to have 1 uploaded level, but it would be nice to be able to save multiple levels locally. Audio sliders would also be appreciated.

Other than that its an intuitive and a open ended level editor. Had 0 issues uploading and downloading levels. I can see people making some crazy stuff with this.

Developer

Thank you, your webms are super helpful. Desert bear is a hilarious level lol thanks for edge testing.

I will make rotating easier to use, it definitely is awkward. And you can have many local levels, the UI just isn't that clear, I'll work on that as well. cheers

Deleted post
Developer

Thanks for the feedback, yeah I gotta fix that grind rail bug I don't know why its doing that.

I'm still messing around with the UI, you can have multiple levels its just hidden in the settings tab. I might have to think of a better way to show that its there. Thanks for playing :)

Developer

I just pushed up a new release candidate that shows the level load menu on first load of the level editor, which should make it clearer that you can have multiple levels. I also believed I fixed the grind rails bug.

Thanks so much dude for helping me catch these early, now if anyone else plays it this DD they'll have a better experience. Cheers :)

Developer (1 edit)

Please try out the online levels and level editor! Give feedback on how it works, what could be improved.

Story mode is unchanged. If you want to unlock all story mode levels, press the version in the title screen.