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Blugart

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A member registered Sep 26, 2019 · View creator page →

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You are definitely  right! At least some music in the background.

Thank you for your comment!

Really nice entry, the character feels really responsive to the input, you always feel you have the control, while maintaining a quick arcade sensation. The level design and visual aspect of the game is really well done, the arrow compasses for the objectives made clear what the objective was.

I had some problems with the camera, it seems the player and camera aren't in sync in terms of updating their positions, so it creates a big of jaggedness on the image. The player is also placed a bit after the middle part of the screen, so the amount of map I see above the players head is higher than at the bottom of the player.

A camera that can move a bit around the player (right click, direction of player to mouse) could maybe help with those jumps towards lower grounds.

Hope you keep on making levels, they were very fun to play!

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The user interface, controls, and camera feels good!

In terms of game completion, the game loop is there, main mechanics are there, but there isn't enough content to show the mechanics and systems in depth.

In terms of development, I would have allocated more time for mechanics and content, a single huge level with everything you would like to show, and less times into making the UI and Main Menu.

Good entry, keep on going!

Completed it! Had a good time, I was a bit confused at first, but once I collected the first vista I understood the assignment. 

The game would win a lot from a more dynamic camera, I really recommend Cinemachine in Unity Engine, easy to use and almost no code required.

Good entry, congratulations!

Yeah, I wanted to do sounds and music, but the idea of coming up with a good car motor sound design made me dizzy, too complex for the time I had unfortunately...

Maybe later on, who knows!

Thanks! :)

Glad you liked the controls! I wish I had more time for level design, as it was a bit of a chaotic process. Thankfully the main ideas of the map has translated well into gameplay.

Thank you for your feedback, I'll think about continuing experimenting with it!

You are completely right about the controls, I didn't get to make it comfortable at a 100%, so you have to "pump" the accelerator to not lose the direction. I played way too much, and I stopped being objective about the sensation hahaha

Thank you very much for your comment!

Interesting concept, feels nice to play although it is a bit frustrating at points. Its hard to distinguish between harmful, foreground and background objects. 

The shift between worlds is a nice mechanic to keep on building on.

Great work!

Fun and crazy entry! Loved the wacky physics and it was interesting to see what was gonna happen next.

I am glad you liked the physics quirks, it still does very weird things unfortunately.

On the camera, it is waaaaay too rigid! Due to the lack of time and because of the level design, I needed a "work everywhere" solution, so I ended up going for that behaviour.

The level design process was quite improvised, my first time giving a go at the terrain system, and creating the roads led to too many turns. I would say that to maintain that "do your own path" through using the jump and dash, there are way too many objectives on the map the moment, so you always end up following the road.

Thank you for your comment, hope you had a good time playing!

I wish I had more time to improve level design, effects and add sounds and music :(

It's been a crazy week-end.

Thanks for the comment!

Thanks for playing! 

Thank you for the video!  :)