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(+1)

Agree, was funny to see the words "new worst".

I had more fun going fast ;). It felt good to do!

Improvements for racing games (whether worst or not) for me all revolve around polish. Add craft floating (slight bobbing up and down), crash physics, stop the trails from intersecting with the craft.

I like the interpretation of the theme. It's simple and works.

I was going to say that the optimal strategy is very obvious; but then again it is for normal racing games! So that's not a problem.

I think the main issue is that no matter how you are doing, you have health left at the end so you are encouraged to just run into a wall until you almost die, then finish. Which is a bit boring :).

Perhaps at the end you gain time based on how much health you have left.

So to get the fastest time you have to be almost dead. Then people who do the sport called be "devastators". And you're trying to lose on purpose, so you're a "dirty devastator". I dunno, it captured my imagination lol.

Thanks for playing our game and for the feedback.

I thought through your suggestion about adding time based on the health left at the end of the run. I think it wouldn't work well. If the time "penalty" would exceed the time you could lose by bumping into walls, then you would be left with only trying to miss the boost pads with no means of decelerating. If the "penalty" would be too small, your best option would be to lose all the health, so it wouldn't change anything.

As for the optimal strategy, I'm not really sure it is obvious. Would it be going through the whole track with missing all the boost pads and then losing all your health on the wall right before the finish line? Or maybe performing precisely timed wall bumps throughout all the track would work better?

On the other hand, if the first strategy is indeed the optimal one, your idea with time "penalty" for health could work. I could also modify the acceleration curve to make the second strategy more optimal. It could be fun if achieving the worst time would require really precise maneuvering.