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(+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.