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I really like the idea and the execution is very close to something great. I think the steering is just a tiny bit too floaty for me, but drifting feels great. Too bad the respawning is bugged, it kept making me fall indefinitely, which made me have to reset the race everytime I fell.
One visual feedback I'd like to add is that I'd prefer to see how the game looks with nearest-neighbor textures instead of bilinear filtering, but that comes down to personal preference and bilinear certainly looks more retro in a way.

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Thanks for you comment and your review ! You are the third person reporting an infinite fall glitch on respawn, I really have to investigate that. I myself never encountered it in the numerous times I played. Can you please give me information on when it happened, and what devices you are playing on ?

Unfortunately, it happened 100% of the times I fall off the track, and it doesn't seem to matter if I fall while drifting, jumping or just running. The game tries to respawn me once, but it doesn't get me back on the track, it just kinda respawns me on the same place I was already in and then gives up, letting me fall infinitely.
I played using a Windows computer with no controllers connected. I wouldn't be surprised it you accidentaly introduced a last day bug without noticing it, it happened on mine 😅

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It's a bit more complicated. I've been debugging for now 5 hours, and i can't seems to figure out what's going one. On my computer, everything works fine, either in unity or playing the export. But on my brother laptop, i encountered the bug but can't quite figure it out. The position does resets correctly but gets instantly back to where it fell. It's a bit of a headache, i'll post a devlog a soon as it is corrected...

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Maybe it's save related? Have you tried clearing the save in you computer to see if something wrong starts to happen?

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The problem came from the function i used to respawn the player. To make it short, it correctly adjusted the position and rotation of the player for the respawn, but only during the function runtime, after which it went back to, well, in the void... But it finally got patched earlier today ! 

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I'm glad you got it working correctly this time! It'll make racing even more fun.