solid fun, and what i like the most about it is that the cpu is actually GOOD at playing. they pose a serious challenge, which means that i can effectively enjoy myself some nice car combat even if there are no people to play with.
Nice game so far, manage to be number 8 in a battle of 32 cars. The game run at 60 fps, but when there is too many cars on screen it drop to 40 - 45 fps, which is expected. This feel like a Hot Wheels free for all and I liked it.
This game kicks some serious ass. Love the drifting and the sheer violence of the combat, each of the weapons are pretty fun and the rocket launcher in particular is fun to drift by with and bust someone with. The deformation and damage is also a cool touch, I enjoy seeing mine and other cars getting visibly deformed by the crashes and explosions. Good work with the sound design as well, semi-cartoonish but that compliments the soundtrack and mood quite well.
Great to play. Excited too see where this goes. For testers reading this: catch an agdg stream Sunday evening (5/5/24) and we'll play it online! Always got love for a fellow mp dev!
Really solid. The VFX look great, driving is very arcadey but feels good/controllable. The only thing I didn't like were the Stinger Missiles as it is not entirely clear how to dodge them and you can only hear them approach when they come from behind. Also +1 on some indicator for RMB to aim at the start. You figure it out quickly but could cause unnecessary headaches for non-gamers potentially
This is really solid. I’m sure you have a thousand ideas so I’ll try to keep mine to a minimum.
I had big performance issues with the last build, much better now, usually 144 but dips to 90 in action, no stutters.
The visual hitmarker is great, straight up q3 hitsounds is something I’d love. I get hitmarkers on dead cars, I assume unintended.
Could also use typical “no ammo” chk- sounds.
Default volume seems to be 50% which I think is non-ideal due to some audiophile voodoo I’m not qualified to talk about.
Arenas are big enough for distant sounds to be completely faded out. I’d at least keep distant explosions audible with a low-pass filter to keep direction+distance of fights/kills always available to the player.
Heard a few high pitched squeaks which I think are caused by Unity’s audio doppler thing and fast-moving sources.
Had a handful of weirdly positioned spawns on the rock arcs. I think it’s fine to spawn on them but some were at almost vertical angles.
Boost seems way too high capacity. Maybe it’s my old Rocket League habits but I barely use it, and when I do it takes dedication to deplete it.
I’d like aim to be toggleable, I stay in aim mode 99% of the time anyway.
Note: Mouse-Right enables free-aiming. Please take a look at the settings menu - you can adjust steering + aiming sensitivity and also remap you controls.
Holding right-mouse to aim the whole time seems like it might need some thought since I'd say you spend more time wanting to look around and aiming than you would wanting a forward-locked camera.
Probably a good idea to consider controller support if it doesn't already have it because this could be good on console, might be hard to get right with the manual aiming though.
Aerial controls would be nice since there are ramps, it'd be nice to be able to magically tilt your car so you land on your wheels.
I totally suck at the driving, which might just be because I've never played a racing game on keyboard before. The steering sensitivity does feel too high by default, though, and the car drifts too easy IMO. Again, I could just suck.
To aim the weapon you need to hold the RMB, right? That should be listed somewhere.
I LOVE the look of the explosions and effects. Bustin' truly feels so good. Also nice killcam upon getting bebusted.
One of the songs sounds a lot like big arm from sonic 3. I'm calling SEGA as we speak.
I assume the racing mode is very WIP, since you start in a giant heap of cars.
Comments
dude, this game runs pretty fast now (on busted GFX anyway, which still looks pretty good). Audio worked fine and performance was almost perfect.
thanks bud! I will continue working to make it more performant.
solid fun, and what i like the most about it is that the cpu is actually GOOD at playing. they pose a serious challenge, which means that i can effectively enjoy myself some nice car combat even if there are no people to play with.
stinger is op btw, i love it
Nice game so far, manage to be number 8 in a battle of 32 cars. The game run at 60 fps, but when there is too many cars on screen it drop to 40 - 45 fps, which is expected. This feel like a Hot Wheels free for all and I liked it.
This game kicks some serious ass. Love the drifting and the sheer violence of the combat, each of the weapons are pretty fun and the rocket launcher in particular is fun to drift by with and bust someone with. The deformation and damage is also a cool touch, I enjoy seeing mine and other cars getting visibly deformed by the crashes and explosions. Good work with the sound design as well, semi-cartoonish but that compliments the soundtrack and mood quite well.
Great to play. Excited too see where this goes.
For testers reading this: catch an agdg stream Sunday evening (5/5/24) and we'll play it online!
Always got love for a fellow mp dev!
Thanks bud! Will cyu sunda
Really solid. The VFX look great, driving is very arcadey but feels good/controllable. The only thing I didn't like were the Stinger Missiles as it is not entirely clear how to dodge them and you can only hear them approach when they come from behind. Also +1 on some indicator for RMB to aim at the start. You figure it out quickly but could cause unnecessary headaches for non-gamers potentially
This is really solid. I’m sure you have a thousand ideas so I’ll try to keep mine to a minimum. I had big performance issues with the last build, much better now, usually 144 but dips to 90 in action, no stutters.
The visual hitmarker is great, straight up q3 hitsounds is something I’d love. I get hitmarkers on dead cars, I assume unintended. Could also use typical “no ammo” chk- sounds.
Default volume seems to be 50% which I think is non-ideal due to some audiophile voodoo I’m not qualified to talk about.
Arenas are big enough for distant sounds to be completely faded out. I’d at least keep distant explosions audible with a low-pass filter to keep direction+distance of fights/kills always available to the player.
Heard a few high pitched squeaks which I think are caused by Unity’s audio doppler thing and fast-moving sources.
Had a handful of weirdly positioned spawns on the rock arcs. I think it’s fine to spawn on them but some were at almost vertical angles.
Boost seems way too high capacity. Maybe it’s my old Rocket League habits but I barely use it, and when I do it takes dedication to deplete it.
I’d like aim to be toggleable, I stay in aim mode 99% of the time anyway.
Note: Mouse-Right enables free-aiming.
Please take a look at the settings menu - you can adjust steering + aiming sensitivity and also remap you controls.
Very nice, lots of potential.
Bustin' makes me feel good. Lotta soul here.
Big rocket launcher feels ultra fun! Selfguided rockets looks cool but do something with autocannon it curently feels the same as the default weapon