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(+3)

It's a really interesting idea! And I really like how the drifting feels; the trails, the smoke, and the sfx are all working together perfectly to make it feel cool. I felt like one level was a bit too hard, but then I saw it was the last level, so that's not a problem. There's some great selection of art assets, none feel out of place.

I feel like level 8 might not be the best way to introduce the space mechanic; you'd ideally want to make sure they know about it by placing it at the beginning  of the level, instead of at the end of the level, especially after a particularly tricky and cool control-less drift the player has to make.

I think in level 1 you can just press forward? I think it'd be interesting to require the player to turn in the first level so that they meet the drift, given that its one of the two main mechanics (the other one being not being in control, which is really nicely introduced in level 2, along with drift).

I really like the "open world" feeling that level 10 has, and the different visual styles some of the levels have; the castle in the last level looks really nicely placed. I really enjoyed playing through the levels, great job!

(+2)

Thank you for your thorough review! As we said before, level 8 and 9 have been unfortunately swapped. Level 9 would have been better to introduce this mechanic. Your idea about the first level is good: it would teach the player how to drift in a safe space. As for level 10, it is one of our favorite level. I personally really like the fact that multiple paths are possible to get to the finish line. This one was designed by Devskil, so, shout-out to him!

Anyway, thank you again for playing!