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My gamepad is cursed. x) On a chrome based browser, thrust is not detected, and on Firefox it's on the left trigger. (it's not the first game where it poses issues, so it's not your fault)

Okay, so I find the concept really clever and on spot with the theme. There's an interesting balance between collecting stars and trying to improve its time. But I found the execution really frustrating. I thought it was first because of the mouse controls, but even though the gamepad improved it a bit I still had a lot of troubles. I think it comes down to two things. First, the feeling of progression wasn't there. It feels slow at start, and even after several speed upgrade, it's still slow at the end. And my previous ghost seemed like a testimony that, yes, I wasn't going any faster! :P Perhaps it was just an impression, or a lack of feedback, but really even with powers like boost on collision or arrow boosts, I felt I was sluggish. And secondly, I'm not a fan of the level-design. Especially once it gets harder. Moving obstacles that completely blocks the track, forcing to wait until they retract… Boost arrows that goes right into a trap… Targeting bomb placed after a straight line that you can't see until you hit them… This all seem unfair, and going against the speed improvement of the game. How am I supposed to go faster if I also have to be more careful? The boost on collision also quickly gets nullified, as the tight turns and narrow spaces doesn't seem to take account for it. It just made me bonk on every walls.

So unfortunately I didn't have a really pleasant experience with the game. But I wanted wish I had! Its visuals are great, the sound just makes you want to play again. And the concept is once again really cool, I think it's a solid design. Even the physics is actually fun to master (at least on the gamepad). It just doesn't get off, for the reasons I mentioned. But it's a jam after all, balancing is one of the hardest task.  It's still incredible that you managed to pull that off during the jam!

That's a strange issue, I've tried with so many controllers 😂 have you tried something like https://hardwaretester.com/gamepad?

This is all completely valid feedback and stuff I've been thinking about too. I think to me (and I assume robin), the progression is intended to be more skill based - obvious much more balancing required, it all kinda came together with a couple of hours to go 😂 but in theory, the level presents more of a skill challenge as more and more obstacles get added, but you get more tools to deal with them as you upgrade things. 

You go faster by being more careful because your engine cuts out when you get hit! The aim of the game is not just to ram your way through, you're supposed to get better at avoiding things and play more skillfully. Again though time and balance needed to really nail that goal from a design perspective!

Yeah I totally agree with the main thrust of the critique! Sadly most of the upgrades & progression mechanics were hastily added to the end because we planned a bit poorly :D

Thank you for playing and giving such good feedback!