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(1 edit)

 I always hear that it's never too early to start playtesting, but I think this build may actually have been a bit too early, or I should have given you more context first.

So here's the idea behind the game: the game is as much about finding (and enjoying) your flow as it is about racing. You'll compete against other racers, but not in real time. Pretty much like in a rally game, where your performance is compared against other runs.

Your main goals are to:

  • Finish on the podium (1st, 2nd, or 3rd).
  • Unlock items (important for the more challenging levels), such as bots that can help with accelerating/braking, changing lanes, and boosting, along with other upgrades.
  • Unlock new tracks.

One important design goal is that you can't really fail a race. Anyone can finish; the difference is whether you finish well enough for a podium spot. If you don't, you can simply retry and improve your run. As the game progresses, mastering the timing of your braking, lane changes, and boost becomes increasingly important.

About the boost: your boost meter fills by taking corners quickly without ‘spinning out’. Taking the inside line is more difficult but charges the boost faster. Taking the outside line is safer but generates less boost. Once the meter is full, press Space to activate your boost.

I'll be adding a tutorial level as soon as possible to explain these mechanics. Your feedback made me realize even more how essential that tutorial will be for helping new players understand the game.

Thank you again for taking the time to test, I really appreciate it!