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(+1)

This is an interesting concept, but I feel like the execution was more frustrating than it needed to be. The biggest one is that the bike feels slippery. From what I can tell, the issue is this: If you accelerate, and then turn, you continue going in the direction you accelerated towards instead of the new direction you're facing like with a real bike. Obviously, this is a very tricky thing to get right, and I ended up spending quite a bit of time in my game just getting the car controls to feel good. In addition, the game is rather punishing, as if you lose track of the racer, you're bound to fly right past them, and then struggle trying to get back to where they are. I'm also not really clear why there's both a time and score, as they seem to both correlate to the same thing (how much you kept under the racer).

(+1)

Thanks for the feedback! I had thought that proper bikiness would be unintuitive. As for the time and score, the score was planned to have another use but finally was kept as only another check for victory, without which the levels were too easy.