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(+1)

Really like the item system and new elements on the map!

I think you can make a balance of staying on track vs trying to cut more forgiving. I noticed that there is only one place on the map (right) where it makes sense to cut. Otherwise it doesn't feel there is a reason to do that. Maybe if you add some risk when you cut but keep the advantage of gaining the distance would feel that player can make some tactical choices where and when to cut. For example make a very narrow corridor so it will introduce a challenge for the player and a high risk of collision and loosing the speed but also a high reward of catching up the distance significantly, or like an alternative route :)