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(1 edit) (+1)

This was super fun!

I loved how intense and fast paced it was, and it was super fun jumping focus between aiming, and driving. 

The game also felt good to play. The driving physics felt really good and it was enjoyable to drive around.

Your game design is also very well polished here. I like the idea of the leaves as a means to get the player moving around the map, and your approach to a problem I saw you mentioned in the comments with allowing you to drive off the map just at a slower speed. I like that items are pulled towards you once you get close to them so you don't have to be so precise.

The uncontrollable growth theme fits in here in two ways to, with the corruption and the gigantic wave of enemies. Once I figured out how to heal, every death felt like it was my fault, like I could have driven better to avoid the giant wave of enemies.

Speaking of that, it was incredibly fun to drive tactically in order to avoid an unwinnable situation. One time I lost because once the timer ran out I just made a b line for the station and ended up being completely surrounded and unable to move, so it was fun to have to drive in a way to avoid that. I didn't stop playing till I beat it.


I don't know if you drew all of the art, but the art looks very nice and cohesive. I just wish the bullets were a little bigger. I'd say the outside of the map should be something else though, instead of gray. Maybe the dirt sprite, but darker, and zoom in the camera so it's clear that you shouldn't be here, but it doesn't look like a bug.


My only negatives for the game is that it would do good to have more feed back, the menu moves really slow, and the game seems unoptimized for starting?


For feedback, it would be nice if the car  had some sort of effect when it got damaged, maybe just a white flash or a damage number. You have screen shake and a sound which is good. Same thing for healing. Maybe if the car became more scrappy as it got damaged, and it was all healed when you press E.

The buttons need to have hover sprites, something that indicates its registering that I'm going to click it and that when I click it, it did something. That would allieviate the issue of the next problem.

This game doesn't look like it should take that long to start up. Whenever you click restart or start, the game freezes for like 5 or 10 seconds before loading it. I often did not know if it worked because theres no response on the buttons.


Last issue, the fading transitions in the menu need to be way way faster.


Overall though, amazing game, I really enjoyed this one and had a blast playing and beating it.

Heya thanks for playing.

The credit for the driving really just goes to KidsCanCode, I simply tweaked the variables haha

The art is mostly taken from free sources, all in the credits of course, I just tried my hand at the "research station" and completely misjudged the pixel size ^^' unless you're referring to the UI, which I quickly mocked up in GIMP inspired by the color scheme and design of the wildcards. I thought about making the background yellow-ish looking to fit with the corruption/wasteland but I figured it was equally unappealing to just have a single solid color, I might experiment with much more map than necessary next time.

The startup of the game really did need a loading screen but unfortunately I just didn't get around to it. Problem here was the function to calculate an array of coordinates of the outer edge of a box was pretty "heavy" and made the game stutter a lot so I pregenerated a gigantic array holding arrays with the outer points of a radius for each radius (it's a bit confusing to describe) and then just used to current outer radius as index for the array during gameplay. There's a high chance you can solve this issue in a much more performant way as I'm not very math proficient at all but it's what worked for me at the time.

In terms of the car, well, when planning the game, in my mind I imagined some form of off-road suitable vehicle like a sand buggy but as you can tell I didn't really find any open art for something so specific so I just kept it at the car for now, unfortunately I'm not a very good artist at all. I agree though, more feedback and a graphical HP display would be nice.

When it comes to the buttons yeah, those are totally valid points but I struggled so much with the UI system to a point that I positioned some things just by turning them into a Node2D and freely placed them, which came as a bit of a surprise to me as I have some minor experience with the layouting of native android development and some decent experience in flutter from my job, but something about understanding the concept of the UI system easily but just not quite being able to make it work was so frustrating that I left it there and focused on other aspects of the UI like settings etc.

Refer to earlier for why it takes a while to start up, game really needs a loading screen indeed.

With the menu transitions I took a bit of a gamble, in web development we say that "300ms is a noticeable delay" so I put it at 1.5 seconds as a bit of an artistic decision, but shorter animations using cubic interpolation would probably suit the job better than a linear fade I agree.

I'm glad you enjoyed it.