yeah i'm an invert y-axis creature. i blame it on playing flight sims as a wee one… totes agree this should be configurable 👍
thank you!
Super fun! I kinda like how the car feels like an out-of-control bumper car — it adds to the frantic fun IMO. This could be rad playing multiplayer on a bigger map with power-ups and car damage. The car speed doesn't really seem controllable, but I'm not sure that's a bad thing? Awesome 48-hour jam game!
I like the idea of trying to get up onto the buildings and explore the city from the rooftops. It's super difficult to get up there though! I couldn't make it. It feels very slow, not necessarily a bad thing, it just feels kinda like moon gravity. I think it could really benefit from having a map or some indicator to let the player know where to go.
Great world-building! The background music and graphics are nice with good foresty vibes. The concept seems interesting. I had a really hard time managing all the keyboard use — the controls plus the typing mini-game mechanic are a lot all together. I think the typing feels a bit arbitrary. Are there sound effects in addition to music? Would love to see this developed further, maybe without the typing mechanic (or to see the typing mechanic more "baked into" the narrative/gameplay/world). Nice work for a 48-hour jam regardless!
Interesting concept! I'm wondering if the cards function any differently than a power-up in a kart racing game, design-wise. I guess I'm wondering why cards… Speaking of card + racing games, have you played Mille Bornes? Regardless, this is a cool idea! One minor bug: the UI doesn't seem to scale correctly to fit different screen sizes (the bottom gets cut off in fullscreen for me).
Cool concept! It'd be rad to see something like this with a Carmaggedon thing going on. The enemies feel a bit like they are making random choices, which makes it seem less strategic, but overall it's pretty cool. One minor suggestion: grey-out the options that are unavailable to the player due to not having enough turbo. Nice work!
This is brutal and I love it! I just wish the enemy placement wasn't random — it'd be rad to be able to learn the patterns and feel that sense of mastery while also feeling the increasing pressure of difficulty bullet-hells are known for. The style works really well too, very retro arcade-y. Amazing work for a 48-hour jam!
rad concept! i kept getting stuck where i'd mess up the puzzle, and then not be able to restart the level, and once for some reason the controls were unresponsive. the in-game text is super hard to read, but that's a minor issue. i'd love to see a polished version of this — impressive for a 48-hour jam!
i dig the idea a lot, but it seems like the player can just spam the space bar and shoot the rests out-of-order which makes the notes play out-of-order as well. i got a "TypeError: fullscreenButton is null" error dialog when i first ran the game in-browser.
overall it has a cool concept and is pretty well-executed for a 48-hour jam! nice work!