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(+2)

first of all, the soundtrack is top notch! is there a place i can find more of this person's music?

the idea of your attacks being able to kill you on subsequent laps is good game design! it has risk/reward baked into it. i do think, with some improvements, the game could be a lot more fun.

im guessing the ultimate goal of the game is to kill all the other cars. for context, i love "masocore" games like Getting Over It, etc (though I dislike the "masocore"/"rage games" genre label because they make it sound like the player is in pain, rather than just someone who enjoys getting better at a game for real instead of the game getting easier for them via leveling or whatever). on paper the fact that one mistake starts the game all over doesn't bother me. but i didn't have the patience to beat the forest track for several reasons.

it'd be nice to have some indicator of actual progress towards success (some UI saying "3/12 cars killed" or something, for example). without it, it's hard to gauge the success level of a run, and i'm not even sure if what i'm doing will actually lead to success.

a lot of time is spent just on straight shots of road, which feels a bit slow. it'd be nice if there was a way to speed up, and a reward for taking the risk of going faster, like the game keeping track of your completion time. maybe it does, but if that's something the player should strive for, it should probably be onscreen somewhere.

the controls feel a bit delayed, but i can see why they were necessary to make the act of putting oil in front of an enemy car more challenging and rewarding. one thing i questioned was the braking cooldown. i'm sure you added it for a reason though. if so there should at least be more feedback since it's a bit nonstandard, usually i'd expect to be able to tap brake to go just a little bit slower.

i did love the design and the overall vibe so i think with those little tweaks the game could be great!

(+1)

Well first off, thank you so much for such a detailed feedback. They help us improve and that's exactly what we want.🙏🏼

Now, here's our sound Designer's Spotify:https://open.spotify.com/artist/3VflVg74spUKHKwQvN4034?si=ybOhauniQZujtW3FWnbhMw

You mentioned having a counter for how many cars were eliminated. Due to our insistence on having an organic  UI integration, There is a number on every car signifying how many cars remain. However, we are also planning on adding a bill board at every possible place in the level that shows the number of cars remaining.

As for the braking system, we will be ditching cooldown in favour of endless braking, which accelerates oil depletion rate as long as players keep pressing the brake button.

The tracks themselves shall also be shortened while some obstacles will be removed to make it so that player's oily mess gets a chance to shine as a villain here.

Hopefully these (and many other changes based on feedback we've received) will make the game more fun and accessible to everyone. 

(+1)

thanks for being gracious with the feedback! i always feel a little awkward sending unsolicited criticism, even if constructive, but i figured it could be helpful! if i write a lot about a game, it means i liked it and want to help the authors go further in the future. the changes you have planned sound like good ideas!

i totally understand about wanting a minimal UI. i didn't understand at all about the numbers on the cars. billboards would definitely be helpful feedback, though if you wanted to get fancier, one idea might be that, when a car dies, you make its number fly up from the bottom of the screen, then decrement it while the player can see, before it fades out. it'd probably help too if each number was a different color, so it's extremely obvious that the number starts as the number of the car you just killed, then decrements to the number of the car you're about to see.

now that i know about the car numbers i was able to make it to the second level! i did bounce off that level eventually for the other two reasons (long straight segments and trying to make it through those traffic arrows with the braking cooldown is hellish). i did have fun though, thanks for making it!

(+1)

The more feedbacks we get, the better we become. I like the idea you provided about decrementing number from a bottom to top of screen. We might give it a go during testing 😇

We will make sure to make tracks smaller and have the braking cooldown removed (in exchange for faster oil depletion) so that the experience is much more your control.

Thank you so much for giving us your valuable time and feedback  🙏🏼☺️

(+1)

I have to agree with you about the soundtrack, our teammate Kudu really did shine here, Septarap included the link to his Spotify in his comment, highly recommend checking him out, really talented.