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Jess, because of the other point, i mentioned in my comment here, two months ago (this thing with the tight turns). Today a preview of a game was released, in which exactly this, works very well and which has a similar game-principle to Light 'Cycle Duel DX'. This one here:

https://csdb.dk/release/?id=247555

I thought I'd mention it briefly, maybe it can give some inspiration, in the point of "tight turns, that are easy for the user to implement (with no lines in between)"?

Best regards and thanks for improving this cool game. Especially the 4-player-simultan function (with 4-player-adapter) is great and a nice party-game, when friends come to visit.

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Thanks for the comment, I'll check it out!

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Controls should work more smoothly now in v1.2.  Previously, the game used delay loops for timing.  I have rewritten this to run game loop on CIA timer, so now it runs a lot smoother with a consistent speed.  Also, I've enabled diagonal movement, which should help the player make tight turns.  Please give it a try and let me know what you think!

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Hy. It's indeed a bit better now and i also like the diagonal movement idea and the other improvements in v1.2. What generally doesn't work in the game, is, that after a 180° turn, the new line is directly next to the previous one. In "Light Cycle Duel", there's always a small gap between the old and the new line, after a turn, although this of course reduces the number of tracks, to be driven on the playing field considerably. But that seems to be the way, it was intended, because the cars are a bit bigger than the lines. If that would not be the case, all the lines to be driven in the game, could always be right next to each other and the playing-field would become considerably larger. But that would be a major change, one you might not like? I wanted to at least mention it once. At least, now it almost always work, to make such a tight 180° turn, as the game allows in the moment. So in any case, it's yet another improvement of the game.

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Thanks for your feedback!