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(+1)

Thanks for your comment !

We got difficulties configuring the autotile feature of Godot so Jeremy decided to draw the map by hand, tile per tile.  We also got some troubles about missing matching road tiles so the circuit can sometimes feel a little bit "blocky".

We were kind of undecided about the UI layout and we finally chose this one because the objective wont block the player's view while driving and the curses are in front of the player so that he has the infomation near the critical part of the screen. The objectives were less important because they don't change between two playthrough.

The no brake and reverse bug was known, I admit, we were counting on the "die and retry" feel of the game and focused on other things.

The absence of music is due to the fact that we didn't prioritize it at all on the todolist and were scraped away with the approaching deadline.

(+1)

Yeah I had issues with the auto tiling too... Can't get my head around bitmasks!