Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The points about the controls being "strange" or "floaty" are valid, especially on tighter, less high speed, such as seaside, pretend track 2, Circuit D- Azur, and highway pass, where full throttle is not possible.  However, on all other tracks are very suited the how the car drifts out of corners. My main suggestion is a decrease in the difference in top speed of the A.I. and me driving the car. For that to work, however the intermediate acceleration of the player driving  should be increased, as coming out of every corner the A.I gains on you seemingly. Otherwise great game, one I keep coming back to.

Hi, thanks for the detailed feedback! I am working on addressing both things at the moment, I made a test project for the physics, which you can try out here: https://misterakuma.itch.io/pretend-cars-phy Its not finished yet but so far, the feedback on this new approach has been positive. Please try that out.

Thanks again for the feedback, it helps a lot!

The controls are much tighter and more enjoyable in my opinion, although the amount of speed lost in the grass is a little too much.

Glad you liked it! I have just uploaded a new version that tweaks the speed loss in the grass and fixes a small bug with skidmarks.