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Really fun! Reminded me a lot of "Skidmarks" on the Amiga. I couldn't get more than 8 checkpoints, but it felt like a game where you could still improve with practice. (Up to a point; eventually pursuers hitting you out of nowhere at Mach 10 is pretty much just random.)

A few suggestions:

  • Second earlier comment about steering, and what I really wanted was braking and manual acceleration. I appreciate that this is a deliberate constraint, but doing the checkpoint-to-checkpoint run in less than 12 standard parsecs is kind of useless if you then have to spend 30 seconds doing donuts before you can stay in the circle.
  • It wasn't clear to me what the checkpoint rule was; is it uninterrupted time or total time that counts?
  • The damage effect felt constant - you took the same amount whether nudging someone in a slow turn or in a full-speed head-on collision. Maybe misinterpreting though.
  • Feels like it would benefit from a visual cue with a bit more oomph when you die.
  • "PRESS ACTION TO START"? You don't say what the ACTION key is!

* As long as you stay in the circle it fills the bar (the flag turns to green) and the moment you left the circle it starts to decay. I agree these should be more obvious. 

* Damage is calculated with the collision magnitude with some minimum and maximum caps. 

* Still missing lots of feedback and juice. Death animation is one of them. Your 4 wheels dismantle when you die but still not very obvious, because they are so small. 

* ACTION is Ctrl or Space in keyboard, and A button or button number 1 in gamepads. I always confuse what to write there, too many things to write in a limited area :D 

Thanks for the suggestions, it is hard to come up with these on my own. 

(+1)

On the first point, one idea might be to make the first checkpoint a "freebie" (no pursuers yet) so that new players can get the hang of checkpoint rules, reward collection etc  before pursuers start slamming into them.

Excellent idea.

I like that you followed his suggestion, but I think that it should be toggleable so that experienced players can get right into the action.