Thanks, and yea my buttons are a bit plain, I can agree with that. I think beyond visuals it is fairly user friendly as I've given a lot of attention to that; more usability updates coming in v1.1.1 soon.
timbeaudet
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Drive as fast you can to deliver eggs for the Easter bunny without breaking them! Watch out for devious obstacles that will crush you, punch you and make you throw your hands up in a fit of rage. Eggcelerate! is a time-trial racing game that just released today, grab your copy 25% off now!
Don’t be deceived by the cute and fluffy art style, there are teeth behind that smile! You will laugh, cry and rage with the difficulty of protecting your egg. Overcome the challenges of each track to unlock new cars, eggs and bowls. Discover your favorite combinations and which egg is lucky for you?
Major Updates Since Last May
- Added new cars, eggs and bowls for user customization.
- Added new obstacles, hammers, punching gloves, bowling pins and more!
- Added loads of new levels for more challenge and driving mastery.
- Added full support for XBox controllers, including UI helpers for keyboard/controller.
- Added support for wide-screen monitors and fixed various aspect ratios issues.
- Now supporting volume control for music and effects.
- Massive visual improvement with color grading and textures!
- Many many more updates!
I don't know if you played the game, but there are actually laps in the current version of the game. I am in the process of removing them because that is easier than trying to ensure players don't get confused with them. The game as-is was made in 3 weeks, and it is getting major upgrades soon.
I didn't set out to make a product with Eggcelerate! like I did with Turbo Boom!, it just sort of happened. Their point-to-point and difficult "retry" features are accidental similarities, but that doesn't mean they are are the same.
As for art, if you've been around a bit you'll know I have put a lot of effort to get where I'm at and I continue to push myself forward and even hire out some art when I can; surely filling the world with lots more artsy content would be better, but again there has been 3 weeks of effort in the game, from what I can tell it is providing solid entertainment, and you don't often see how empty the levels are because of the strategic camera-view most of the time. This is something I'm trying to improve a bit in the updates.
Leaderboards is not active multiplayer, I fully agree, but it does let people compete against each other. It will be a while still before my games get networking, I can assure you my path goes that direction but it isn't just 'push a button' and 'all problems are solved'. I'm not going to spend years making a single game just to have all these things and then watch that fail, I will make multiple games, each getting a bit better than the last and improving the future games.
![](https://img.itch.zone/aW1nLzUwODY0OTYucG5n/original/2%2F5bpr.png)
Drive through windmills, around loop-de-loops and over jumps while carrying an egg on top of your car. This is the first sale for the game and you can get it for 50% or for free here. I am hoping to get a lot more feedback as there are update in the works! If you buy the game you will get all future updates, as one would expect!
This is very challenging game with rotten yolks to crack you up!
Drive around the farm with an egg on top of your car in the hunt for the best times! Do not disrupt the egg by driving smoothly. Careful, or it will break! Will the challenge of jumps and loop-de-loops break you? Can you find the hidden achievements?
https://timbeaudet.itch.io/eggcelerate
Featuring:
- Jumps, loops and off-roading
- Over easy tracks to learn on
- Hard boiled tracks to master techniques
- Throwing eggs without the mess.
- Eggciting, or rotten, yolks!
It has been an entire year since I released my very first game, Archer, a puzzle-like, physics-based speed-running game where you shoot arrows in a cave. Thanks to generous Twitch viewers and supporters, it has thus far made $175.50. This is nowhere near to covering the costs of development, which was approximately $2600 in time costs.
For the last 10 months, I have been working hard on a rocket-boosted racing game that has online multiplayer, drifting, big air, flips and tricks.
HAPPY HALLOWEEN!
Boo! Did I scare you? No need to be scared playing this Halloween game, riding a hexed broomstick through a cemetery filled with mobs of ghosts. Avoid as many as you can for a high-score!
Grab your FREE copy today: https://timbeaudet.itch.io/tombstone-boo/
Thanks for the input, I have actually heard both of these points a fair bit and although I completely agree the 'aiming locked to certain points' feels a little odd, it was an intentional design decision because Archer is a puzzle shooter. It ensures that all screen resolutions can shoot all the targets, including trick shots, and that the trick shots are possible & easier to hit/aim for. There are some 25-35 possible shots vs 100s. But I agree, clunky.
Pulling the mouse into the screen to aim AT the mouse instead of pulling back was tested in development and felt weird to most players; The general consensus was it did not feel like a 'bow and arrow' mechanic.
I'd love to hear more about what feels slow, is it the transitions/walking from segment to segment, the enemies spawning? Arrow speed was set to give a bit more anticipation of hit/miss.