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As a connoisseur of europoor games Teeworlds and Trackmania, I can enjoy this. https://www.twitch.tv/videos/2192376200

You obviously got the graphics/programming skills to pay the bills. I’ll just list some thoughts I had, idk what your vision is, maybe some is helpful.

- Breaking a target while standing on floor not giving a boost feels quite punishing. I learned eventually that I can easily initialize a jump while still holding LMB.

- In general I felt I gained a lot of time by holding LMB as long as possible. Idk if it was just because my line-ups ended up being better. My instinct in this game was to go ASAP always, even when time is slowed by LMB. But I think it’s wrong.

- Walljumping is slower / clunky / less fun than the other movement methods to me.

- Sliding is cool but also some kind of 'additional' thing you are just tasked to do. I was thinking it could be replaced with an icy surface.

- Not seeing the mouse, and it being inverted (?) is hard to get used to. I would just show it.

- Got a couple nice yeets, also "thx for playing" showed up only very briefly the first time I beat the final level.

In general the levels felt very hard. It was fun to learn them in this demo, but for a full game I believe it would be better to copy Trackmania’s system with medals and also leaderboards. The times required to beat the demo levels felt what would be the "author medal" or at least gold in Trackmania.

If you add a level editor and more gimmicks, ’tis a very solid racing game.

major props for struggling trough the demo for 3 hours. i did a horrible job teaching mechanics and the game was so much harder for you because you didnt know about them. you can jump/fly higher if you hold the jump button as an example.

thanks for playing trough, and for the detailed feedback!

I did try holding the jump button - that one animal said I should. But it did nothing! [Trying it again now.] I mean, I guess it makes you jump a little bit higher than tapping? I would say, it’s a bit much to have both this mechanic and double-jump in the game. But I don’t feel I was held back by not using this consciously. I’m just not very good at this kind of game maybe? But I did enjoy it.

You could consider making different player characters in this game, with a bit different movesets and physics each. So you can add even more special moves, but complexity stays capped. It would also be fun trying to beat levels with characters other than the intended one.