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(+1)

Great effort! The pull back mechanic has some great tension and nuance. Felt cool to realise the ways it interacted with the brake, like the trick of braking before release to reduce initial speed. The level design really brought out the best of the mechanics: the few chokepoints in the game gave a nice opportunity for the player to optimise their route on the way there and take on shortcuts dotted along the path for a bit of optional difficulty! The sound design and mixing was also spot on.

In terms of critique it's only two small things: the jump triggers on button up instead of button down which messes with my timing (skill issue), and I would prefer if as you're pulling back the car turned in the same direction as when you're going forward, if that makes sense (e.g. pressing right always makes the car turn clockwise, forward or backward). (I know in terms of real steering that's accurate, but that's the one bit of tension in the pull back mechanic that I could do without. I know, skill issue!)

Thank you for such robust feedback and critiques!

To tell you the truth, the reason for button up jumping was because we originally were going to give it a charge as well -- however, we figured out pretty early on that that probably would have been too much for the player to reliably keep track of. We just didn't have a chance to update the input with 500 other things left to be done! We'll also see about adding an invert option for reverse turning after the jam.

Thanks again! :)