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(+2)

What finally did me in — and I made it past the video gaming war crime that was the bouncy maze — was the pirate bridge. If this was one pain point, I might have persisted, but it was the accumulation of them.

I've played pretty much everything you've released, and they're often outstanding in terms of design. There are some decisions on this one that I just don't entirely understand.. If there are sections that are going to pile up attempts (eg the surfing, the checkpoint races, the booster slaloms, etc) it's super irritating to have a multi-second flying saucer interlude and then get placed quite far away and, in the car sections, to have my car almost always pointed in the wrong direction as if it's going to drive off screen.

Maybe it's just not for me, but I'll still look forward to the next one :)

(+3)

Whoops, forcing the car downwards always after a crash was a mistake I missed, but that's fixed now. I've also sped up Ufo the IFO significantly with the latest update. I'm considering adding more (i.e. any) checkpoints for the surfing, perhaps more in the car sections.
Thanks a lot for the concrete feedback! Much appreciated.

(The bouncy maze is optional if not going for 100%)

With the surfing, just change it so it spawns you right at the surfboard you last used. That helps cut out 2-3 seconds of walking time - very useful!

(+1)

Done.