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The controls felt a little strange and took some getting used to. The initial area was very helpful in getting to grips with the controls. However, the initial race was somewhat unforgiving to me as I wasn't used to the physics of the vehicle. In addition, the guide arrows appeared fairly late so I wasn't able to react and turn. 

A simpler course with a wider track, gradual turns, and fewer physical obstacles would be useful for letting the player familiarise themselves with the vehicle physics, and drifting. Ironically, I think that the last race track's layout would have be a better fit as the first race. The guide arrows could appear sooner so that the player can have more time to prepare themselves by getting into a better position to approach the turn or decide which route to take.

The power ups were useful, though it didn't seem like the shield protects you. The rocket was very useful, especially since it will turn and then fire backwards when you're in first place. Descriptions of the power ups will be helpful, especially for the shield and magnet power ups (I didn't know the duration of the former, and I am unsure what the effect of the latter is). 

I like the bright, almost Frutiger Aero feel of the setting. It makes the game feel like it will be vast and that there's things to explore. The music also contributes to this feeling as well. Would this 

The first few words from Jett initially made me think that he would be a radio host or sports commentator, so my impression of the character was locked to that. I was slightly confused when he starts to address the player directly, and realised that my initial guess was incorrect, and that he's an old friend (or similar) of the player.

Overall, I like the aesthetic, and the controls feel fine after you get a chance to acclimate to the vehicle physics; it will now depend on the race tracks that you will create. Great work!

Wow! Thank you for all the detailed feedback! 

I think you have a very good point on the track design order, I'm planning out what the future of Hydroplane: Riptide Racers looks like and think it's a good thing to consider putting more open tracks towards the beginning of the game. I recently had my mom play the game and noticed what you're saying about the arrows appearing a little too late to follow them.

With the powerups, I got carried away in some aspects of trying to make unique things and then didn't leave time to create an explanation for the player. The magnet pulls you closer to the racer in front of you and pulls them back a bit if they're within your line of sight. And the shield just blocks you from getting hit from anything, it should be working on the rockets.... but I've reworked the rockets like 6 times so I might have missed it at some point lol

I've never heard the term Frutiger Aero before but that's a really good description of what I was going for. I was shooting for a beachy/tropical vibe.

I wrote like a bunch of backstory for the characters and then didn't have time to even attempt to shoehorn it in so the voice lines I got from my friend had to do as they were. He's supposed to be an old friend of the PC.

Again, thank you so much for playing and for leaving great feedback!!