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First and foremost, I really love the mesh deforming of the player/the way pressing the spacebar feels. It gives the player a burst of speed compared to the opponents who, while fast, can't beat you spamming the space bar. With that said, the game then becomes about reeling in and managing your direction /speed to round the turns without bumping into a wall and having to do a full u-turn. I found that staying closer to the inner/right side wall at all times worked best as if you collided you'd still stay relatively on course. I had some issues when I neared the outer/left wall, since while it felt like the accurate direction to bounce towards after hitting it, the orientation of the arrow itself felt like it should've remained more forward (instead of turning to the direction of velocity). This led to a couple periods of frustration where I'd have to make a complete U-Turn after a mistaken overcorrect.  Now I am curious how this game might feel if the direction of your player's rotation changed based on which wall you hit, such that you rotated CCW for each outer wall, and CW for each inner wall. Still a really cool game, with a minimap and some more maps this would be a fun game for coolmath or miniclip!