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(+1)

What worked:

It has a cool aesthetic going for it. The sound for the next fuel is a nice touch to help you know the general area to go to. Crashing looks cool with the car exploding and sometimes flipping over. Drifting works well.

What didn't:

It is very hard to tell what is a wall or not since it all becomes white. The level design feels too claustrophobic with the stipulation of not being able to slow down. I want to speed around with that rule in place, but the level forces me to make very sharp turns at every second and manage my speed. There was no quick restart or menu option that popped up on death, which was frequent enough to make it annoying having to open up the menu every time (except when setting a record).

Bugs:

The optimal way to play for the highest score is to never start moving or to never pick up the first fuel blip, since the timer starts as soon as the game does instead of when you start moving, and the mechanics (can't slow down, fuel) never start until you pick up the first fuel blip. The mechanics not starting until you pick up the first fuel blip is nice so you can explore the map and test out driving, but the timer should also start with the fuel blip in that case.

Great job!

(+1)
10/10 feedback. 

Regarding things that didn't work:
  1. The walls, obstacles etc. were pretty much placeholder blocks haphazardly placed for the jam. I am going to replace all of it with proper detailed mesh carefully deigned layout.
  2. There will be both  breathing space & sharp turns in the final maps.
  3. The mesh details will allow the player to recognize & comprehend his surroundings once it gets lit by the headlights.
  4. There will be some objects that project light which will help orient the player ( eg: Street lights, Neon signs, dumpster fire etc.)
  5.  There will be dynamic events ( on picking up power ups) that temporarily increase the visibility (eg: lightning, sonar bombs, snow etc.)
  6. I'm currently working on a quicker restart option for death screen.
Bugs:

I'm still trying to figure out the best way to implement the speedometer.

The issue is, if  the speed meter starts immediately when you pick up the first fuel but the player speed is very slow, he'll explode really fast.

This gives the wrong & negative impression about picking up the fuel & player gets confused.

I'm exploring other ways to navigate this problem like giving the player an initial velocity right from the start or Starting the meter after a few seconds of the game.


Finally, I'm new to game dev & I do it as a hobby with little experience. I hope to develop this game into a polished & enjoyable game soon. Thanks for the great feedback. Just what I needed.

(+1)

Glad to have helped!

On the topic of the speedometer, that is tricky. I wonder, if you are willing to experiment a bit, how the game will feel if you shift the mechanics around a bit. I have three ideas regarding this issue. 

One, make the fuel give the player a boost (like a boost pad or nitrous). This one would rely heavily on spawning algorithms and map design so the player isn't thrown headfirst into a wall constantly. 

Two, make slowing down drain fuel faster rather than instant death. It'd change things drastically and make slowing down an option for players at the cost of more fuel. So if they needed to go slower for a bit, but felt they could reach the next fuel, they might try to use this option.

Three, make slowing down kill player after a delay. There would be a countdown on screen and could even be less than a second. The advantage is that this allows for slower drifting (more movement) as well as the scenario you mentioned notifying the player when it happens. On the flip side, the player could take advantage of this method pretty easily. You could also implement it as a kind of shield. In this case, the "countdown timer" would start at a value (say 2 seconds) and would never refill until player death. so they could use a bit of the time to break before shooting off in a different direction, but they could only do this so many times.

Of course, feel free to discard these ideas, it's your game after all! Hopefully if they aren't useful by themselves, they at least help you a bit in coming up with a solution. Good luck on turning this into a full game!

(+1)

I quite like the third suggestion.
I'll explore some ideas around it. 

Your feedback has been great so far.
10/10 again.