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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!!