Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

hey this one is pretty fun! especially as i wracked up enough damage to really have to start fighting with the controls. that said i think you could push the gimmick a lot further— it felt like it wasnt until my tenth sprint of charging through every obstacle in my path before i started seeing some serious effects on the ship. even then it felt fairly trivial to wrangle controls together long enough to finish sprints. 

there are a few things i could imagine would help your game out in this respect

  • not just straight shot tracks. having to navigate turns and fight the controls to do so would result in a much more engaging experience
  • some kind of punishment for going out of bounds. right now, it doesnt matter if you shoot wildly off track, since you will always finish so long as you go far enough. maybe requiring the ship to physically pass the finish line to end the sprint would be enough for this
  • possibly dropping the ability to rotate your ship. 100% of the time i corrected malfunctioning controls by using the cw and ccw rotation buttons. they work way too well right now.

i think this has potential for a really neat timewaster sort of game :)

Yeah, short straight tracks were easier to get working in the jam period, I’m imagining a version that basically has two or three possible paths, one that is heavily mined, but relatively straight and easy, and two that are more and more winding but with less of the mines to mess with you.

There is a punishment for going out of bounds! If you go out of bounds, time ticks down twice as fast. I probably should have changed the clock’s color when it went into penalty time or something, but didn’t have a chance to play with it.

And yes, I definitely want to experiment with the controls and the way things fail way more!

Thanks for your comments!