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(1 edit)

A bit late to the party, but here goes 🙂

This is a great entry as the run is short, but there the leaderboard is an incentive to try again. I managed 4th place, but I'm not sure where have I missed almost 3 seconds compared to the best web time (that was in the local postjam version).

I could easily imagine this being a very tight mobile game with a bunch of levels with the goal being just getting the best time or an endless-runner kinda thing (I loved playing Alto's Adventure). There's probably loads of games like that already, but that's definitely smt. I would play every now and then.

Here're my nits and suggestions, hope you don't mind the backseat design:

  • the control scheme could use a bit of love (I kept trying to use A/S to rotate)
  • the combine feels slow. I'd venture a guess combines move pretty slow, but that just less fun
    • the BG in post-jam version def helps, but I'd take it a step further and add some foreground elements that move way faster, throw in dust particles, add some wind trail particle and zoom out bit at top speed
  • juice it up even more
    • a bit of screenshake when landing
  • the boost after landing a trick is great and I'd lean more into that
    • let the trick affect the boost - either max speed or duration - a triple flip is just cooler than a single one
    • make them stack and don't limit the velocity (or do so, but very high just before it could break) - look at games like Celeste and how nuts the speedruns get
    • perfect landing (parallel to ground) could also net a boost
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Thanks for taking a look! Really happy for the feedback. There are a lot of great ideas in here that would be simple to try out, so I definitely will.

the control scheme could use a bit of love (I kept trying to use A/S to rotate)

Could you elaborate on this? Am I right that you were controlling throttle with the arrow keys? I wonder if I should abandon one set of throttle controls and pick either arrows + AD (or AS or QW or something) -or- WASD + arrow left/right. What sort of scheme would you find ideal?

let the trick affect the boost - either max speed or duration - a triple flip is just cooler than a single one

This is happening, but it's unfortunately really invisible to the player. The duration of the boost is related to the number of flips, with a bonus if the trick isn't the same as the previous one. Doing a new trick extends any remaining boost duration. I think I probably need a boost timer, and to explicitly show a +whatever seconds somewhere when you do a trick or something?

I'm slightly skeptical about stacking velocity, only because it seems like it would make it harder to design levels. But getting a bit crazy with it could be fun.

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Could you elaborate on this? Am I right that you were controlling throttle with the arrow keys? I wonder if I should abandon one set of throttle controls and pick either arrows + AD (or AS or QW or something) -or- WASD + arrow left/right. What sort of scheme would you find ideal?

I have not realised A/S are throttle too, my bad. That being said, the player is just holding either of those so unless there's a plan to have tight jumps which actually require slowing down, then it could be just a toggle/flip directions instead. Otherwise I'm not sure what would an ideal control scheme.

This is happening, but it's unfortunately really invisible to the player. The duration of the boost is related to the number of flips, with a bonus if the trick isn't the same as the previous one. Doing a new trick extends any remaining boost duration. I think I probably need a boost timer, and to explicitly show a +whatever seconds somewhere when you do a trick or something?

I knew about alternating tricks, but have not realised the duration changes with the # of flips. Then some feedback FX and/or UI would be great.

I'm slightly skeptical about stacking velocity, only because it seems like it would make it harder to design levels. But getting a bit crazy with it could be fun.

That's yr call 🙂 But yeah, it'd make lvl design trickier. You could add in shortcuts that can be reached only at super high speeds though (think intended optimal routes in Neon White).

Another trick you could add to sustain boost could be wheelies.