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(+1)

I felt immersed by the Communistic style during the text sequences, though I found that the actual gameplay felt rather disconnected from that style. I enjoyed the intuitive controls. Some more focus on user feeback could make this game shine even more, for example making everything go like a faster-than-light fade when going over a speed booster or a screen shake when hitting a wall.

(+1)

Thank you for your constructive feedback! Yeah, I didn't really pay attention to cohesion between story delivery and gameplay, probably because the decision to add the story story to drive the game was added after the visuals were already mostly done. If I improve it further I will consider the suggestions you made :)