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(2 edits)

Hey. Now that I’ve got friends to play this with I’ve been able to play this game out to its extent, so now I’ve finally found issues I’d like to share:

In the wing angle/pit stop strategy window, the GUI always auto cycles (regardless of whether or not the function is on in Options). I didn’t think much of it before, but it can mess you up if you’re thinking about your settings and you end up pressing your button just after the GUI makes you hover over something else.

Out of curiosity, why does the Quick Race mode not allow weather changes? I know you can just play 1 minute custom races for quick races in the rain, but using that option you get anything from 2-5 laps, depending on the size of the track. Personally I think the Quick Race option that ensures 5 laps on any track is a better option.

Been tinkering with the Bambi on Ice mode lately, and found that some of the tracks with jumps are actually unfinishable, due to jumps being put shortly before turns. Even if you drive very slowly at the jumps, cars speed up to take them, which guarantees crashes on most of these tracks, and in some cases DNFs. I made a list of the tracks where crashes are guaranteed, and the end result of the car in scenarios where you drive “perfectly” (hitting no other walls and crawling at the jumps to take them as slowly as possible):

Unfinishable

  • Jumpleed
  • Redrun (Both Directions)
  • Prototype (Both Directions)
  • Amity
  • Bomber (Reverse)
  • Astapor (Forward)
  • Bigski (Both Directions)
  • Bayroot (Reverse)

Finishable

  • Goodski (Forward): 2 ticks remaining
  • Scargill (Reverse): 2 ticks remaining
  • Bayroot (Forward): 2 ticks remaining
  • Dinaco (Forward): 3 ticks remaining
  • Nomnom (Reverse): 3 ticks remaining
  • Piston (Both Directions): 5 ticks remaining
  • Nomnom (Forward): 6 ticks remaining
  • Spagetti (Forward): 6 ticks remaining
  • Bangkok (Both Directions): 6 ticks remaining
  • Furnace: 6 ticks remaining
  • Goodski (Reverse): 6 ticks remaining
  • Bomber (Forward): 6 ticks remaining
  • Astapor (Reverse): 6 ticks remaining
  • Silvergate (Reverse): 6 ticks remaining
  • Airdrie (Forward): 6 ticks remaining
  • Lomond (Forward): 6 ticks remaining
  • Medusa (Forward): 8 ticks remaining
  • Silvergate (Forward): 9 ticks remaining
  • Airdrie (Reverse): 9 ticks remaining
  • Rampitup: 9 ticks remaining
(1 edit) (+1)

Auto cycling for strategy etc was deliberate as it stays with the one button theme once you've set up the rounds. Not sure what could be done differently but maybe don't press the button when thinking about your strategy. 😀 Also, you can restart a race to redo the strategy if required. 

I think Quickrace has no weather, laps, strategy settings to reduce the menus required. Makes it quicker to start a race.

I don't think the newer tracks were ever tested for bambi on ice.  Even if you explode without finishing you'll still get points I'm sure. If I was even to revisit it'd probably be easiest to just exclude all tracks with ramps.

Strangely, my latest project 'Gass Gladiators is along the same lines with one button racing but more rally style with retro low res  wasteland/mad max aesthetic. Theres more variation in track composition  and less off track restriction too as not tile based. Also has pickups and dynamic weather. Good fun and still 100% focused on timing. I'll post a shot at some point and if you fancy giving it a try when I get to alpha shoot me an email.

Thanks for explaining. Although, to clarify on a few things:

Apologies in advance, but I don't think I follow completely on the one button theme, only 'cause the strategy menu is the only place where auto cycling happens. You're saying that to follow the theme any menu you have to go through after setting the rounds needs to auto cycle, right? But wouldn't that mean auto cycling should be happening in places like the pause menu and possibly the victory screen (after all rounds are completed)? If so, this game currently doesn't do that unless you have the auto cycle option enabled.

The counterpoint I'd make to your Quick Race explanation would be that the mode could just have random weather as the mandatory feature instead of always clear, as this way you still wouldn't need an extra menu for weather.

That aside, I think your new project sounds very interesting. Definitely look forward to that email.

The strategy menu is player specific, the others are generic and controlled by player 1 so it makes sense to me.  Never a problem when we play multiplayer, especially when you know it auto cycles.  

Sure  it would be easy to add random or selectable weather in Quickrace but I didn't.  I might revisit but no plans at the moment.

Cheers for the feedback.