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Belyaev's-Fox

17
Posts
A member registered Dec 26, 2021

Recent community posts

Have you considered doing an expanded version of this game? I can see the potential for adding new mechanics and concepts that build on the foundation that already exists.

I really enjoy the arcade-like flow and elegance of this game. All it really needs is some good music and gamepad support to make it complete.

Do you plan on open sourcing the code for modding purposes after finishing the game?

A few quick questions.

1. Are there any racing games other than Trackmania that inspired you to make this project?

2. Are other modes than time trial planned for this game?

3. Would rumble feedback be worth adding as an optional feature for the sake of immersion?

Are racing wheels something you want to support alongside the standard gamepads? What about different types of racing vehicles that handle differently from each other?

So will there be a full walkthrough of this title sooner or later? I probably missed a few things because of the game's sheer length and scope.

You got a pretty good demo here. I only played the first two levels so far, but the fundamental mechanics are fairly solid so far, which has me interested in what more you can add to the title. My only suggestion would be to add gamepad support as an option for those who like to do couch gaming.

I managed to play the game on my TV through Steam Link, and I have to say it was a fun experience to enjoy from the comfort of my bed. I think co-op would be a lot of fun with a friend while playing on the big screen.

On another note, could you add rumble/haptic feedback in the next update? I think it would make the action feel more immersive and satisfying.

I would greatly appreciate it if you could add gamepad support to this title.

Hi there Kultisti. Can you add controller support for this game of yours? I prefer using my Dualshock 4 to keyboard when playing these kinds of games.

Quick question: Have you thought about adding music from API and NemesisTheory to the game? They are talented musicians of classic Newgrounds history, so it would be fitting to see tracks from them added to this game.

(1 edit)

Using an arcade controller isn't too different from a gamepad aside from the lack of twin stick controls, so there isn't anything to worry about for this game.

Anyways, have you thought about doing linear platforming stages in the style of Metal Slug or Sonic? It would allow for interesting challenges like speed or no-damage runs to add more depth to the game mechanics. The paths could go up, down, left, right, or anything between for varied stage design. You can look up GMTK on YouTube if you want more inspiration.

I've been playing this game a lot with my arcade stick and it feels very much like something that belongs in a dedicated cabinet. It would be neat if someone could put this game and a few other NG classics in an actual arcade cabinet.

It would make suggestions for a PF-TK 2.0 much easier to organize, so I'm all for it.

Here are the settings I came with for my character movement:

Running

Acceleration & Deceleration: 70

Max Speed: 15

Turn Speed: 70

Instant Movement: Off

Jumping

Jump Height: 5

Down Gravity: 1

Duration: 3

Air Acceleration, Control, & Brake: 50

Double Jump: Off

Variable Height: On

Jump Cutoff: 3

Camera

Zoom: 9

X and Y Dampening: 0.1

Lookahead: 0.1

Ignore Jumps: Off

Assists

Coyote Time & Jump Buffer: 0

Terminal Velocity: 20

Rounded Corners: On

Juice

Particles

*Run & Jump: 1

*Land: 5

Squash and Stretch

*Jump & Land: 1

Trail: 0.1

Lean

*Angle: 3

*Speed: 20

Sound Effects

*Jump & Land: On


I want to hear your thoughts on how my character controls work, so feel free to give your critique.

You can play it on mobile through the browser if you have a gamepad connected to your smartphone/tablet.

(3 edits)

I had a lot of fun getting to directly toy with video game physics in this miniature experiment of yours. There's a lot of potential here to expand on what this demo already offers, so I have some ideas of my own to offer.

1. Give more advanced movement mechanics to work with, such as air dashes, ledge grabs, ground slides, jet boots, and more.

2. More movement presets from games that you covered before, as well as some suggestions of my own like the Fancy Pants Adventure series, Phoenotopia: Awakening, AdventNEON, and UNITRES Dreams.

3. A level editor that allows sloped and curved geometry in addition to regular flat surfaces for more level design possibilities.

4. Physics based objects like crates and ropes that the character can interact with.

5. Variable movement speed with the analog stick to allow for subtle adjustments when doing tight platforming challenges.


I'm sure that more concepts can be offered, but this is sufficient enough for me. I look forward to this neat gadget being the Mario Maker of indie games. Perhaps you can even upload it to Newgrounds if the site interests you.