An effective mood piece, I like the little guys.
Through Lidless Eye
Creator of
Recent community posts
Thanks for the feedback. Here's a video. Even aside from the general lack of polish in the handling, I had used this game as an opportunity to learn how to handle analog input, in particular the triggers for braking and driving, not realizing that the HTML gamepad standard assumes the triggers will be digital buttons. So most of the playtesting I did used a control scheme that the web export ends up not supporting, not that that control scheme was much better.
Thanks for the feedback. I didn't start on the game until the Friday before the deadline, and didn't give myself time to tune the handling or polish much. I set the level up as a tilemap hoping I could easily construct multiple tracks, but ran out of time and put in a retry at the last minute so the game had a "loop" at all.
Thanks for the feedback. As implied by one of the (admittedly blink-and-you'll-miss-it) loading screen texts, I posit that if a train is an "angel" the automobile is its fallen equivalent. Racing games tend to be heavily themed around real life locations, events, and vehicles, or at least facsimile of those things, where this is completely abstract; racing game UI tends to be pushed into the corners and edges of the screen, where this game's map and gauges take complete precedence over the "world". I was inspired by Virtua Racing to focus squarely on the timer, as in that game you could be on pace for a podium finish and still be unable to beat the clock. Why not remove cars altogether? It's a pretentious stretch, but that was encouraged in the prompt.