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I felt like all of the art assets you chose fit well together, the game looked cohesive even though you had three different art sources.  This game was all about the mechanics of the driving and how well executed you did that, and I have to say it felt really good.  The fact that you could flip in the air without dying *but* it would identify when you were stuck upside-down was really great--it made it a lot more fun because you had a fair chance to recover, and that felt *really* good for the lower-gravity environment we were in.  The challenge really displays itself with the final hill, which is very thematically appropriate.  You have to risk more speed, but at the moment that you're approaching this terminus you have to simultaneously avoid flipping and crashing on a short valley.  Executing that is a real challenge, and it feels earned because you've given us some nicely varied terrain leading up to that point to learn the controls.  Game feels really good to play with a well-thought-out and crafted mechanic.