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(+1)

Aaaaah my paaaain. I actually want to goooo faaaaast.

No disrespect intended but. I think the stages' design feel wrong, I just don't understand it.
If I go slow (by which I mean at the default max speed) I tend to fall into gaps too wide to clear - and sometimes get respawned on humourously thin cliffs so I fall without being able to react. Yeah that's fun alright.
And going fast feels straight-up forbidden. Cirnos, cliffs, conveniently-placed gaps...... Player's bound to bump into these within the next second.
Even going just 2 MPH above the default max feels like I'm being reprimanded - there's "platforming" to do and it's too tight to accomplish at a whopping 7 MPH. (Doesn't help that you can't really control your jumps neither despite of the "platforming")

Again, I hope this doesn't discourage you too much. The mechanics themselves are actually good. Stylin' to gain boost? That sounded like a real racing quirk to me, but the maps are just severely unfriendly and don't allow to exploit the mechanics to their fullest.

Hard agree, there were 100 different parameters that could use some fine tuning i.e. max speed, jump force, player acceleration, etc, before we had time to worry about stage design. We kind of winged it. It didn't help that acceleration due to gravity itself (as it varies among different slope angles) was hard coded in the last few hours of the jam because I stubbornly refused to leave everything to the 2D physics engine that came out of the box. Thanks for the feedback!