Thank you so much for the detailed feedback. I’m really glad the game was already able to keep you engaged for 1-1.5 hours at this stage. That honestly means a lot to me.
About the driving presets: in the next update I’m planning to simplify and rename them a bit:
- Hard = old normal
- Normal = old easy (slippy drift)
- Easy = old very easy
I agree that easy (slippy drift) currently feels like the most comfortable and enjoyable preset, so that’s probably the direction I want to build around.
About your notes:
- I’ve been thinking about giving the player more incentive to reach the POI faster. My current idea is to limit the total run time: drive to the POI + time spent looting. Once the looting layer is more developed, I think that could make faster and riskier driving feel more rewarding.
- I also like the idea of road width variation. I’ve been considering making roads vary more, and in the future I want the route map to show different road modifiers like length, danger level, night driving, and so on. Road width could definitely be one of them.
- For boosters, I was originally thinking of them more as part of the world than just a straightforward power-up. Sometimes they help, sometimes they make things more dangerous, and the player has to decide whether using them is worth it. But I’m still not fully decided on that. Do you think adding a minimum distance between boosters would be a better approach?
- Theseus will be tied to the story later on. It probably won’t have much direct gameplay impact. Right now it’s more of a mysterious placeholder.
I also have the next update almost ready, but right now it’s mostly focused on QoL, UX, and UI improvements. I’d prefer not to release it without at least some gameplay changes too, so hopefully I can squeeze in a bit more gameplay work before pushing it out.
Thanks again for taking the time to write all this. Feedback like this is genuinely super valuable to me.