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Thank you! It's always fun to find different takes on similar ideas. 

Regarding the controls, I think it's just the result of different design directions. In our game where you lose if you touch the ghosts, the controls have to be quite tight and responsive in order to not get frustrating, but I think in your game that would have made it too easy. I felt that the controls being more drifty really added to the fun because it made crashing into your previous laps (or well, trying to avoid it!) a big part of the gameplay loop, especially since you had more laps per track than us.