Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Hello, it's a very good game that you offer us.  But there are some problems that I would like to mention to you

1) The mayor problem at me : Non-presence an automatic update system that updates the game as soon as a new version comes out.

2) The musics, takeovers of F zero GP legend and Climax are in 16bit. It would be nice if all these musics were converted in 8bits for more logics and increase the charm of the game.

Now, y propose some ideas that it might be good to integer.

A classic cup with the most iconical circus of the F zero

A software to built you track easiest.


Integrate the racer of F zero GP Legend, Climax,  the secret racer of GX (unlockable in story mode on hard difficult) and news racers can see in the manga as the rival of Silver Neelsen and invented racerthat would fit well into the world of the game with her own stories


Sorry for my bad English, y use on great part google traduction.

Hello! Thank you for you feedback, I am glad you enjoyed the game.

The points you make are valid. However, please understand this game has been a side-project for fun more than anything else: an automatic update system would require a server of some sort I guess, at the very least do an online verification each time you boot up the game, with some versioning system... A bit "too much" for the size of this project.

I agree for the music, but I am no musician: I could simply try to find some .mid files of the games' music and throw them in a convertor software such as GXSCC and have them as a 8-bitish tunes, but I am not sure I would have add as many music tracks as I wanted and it would not have sounded very good in my opinion. So I stuck with the original music on this one.


There will probably be no more updates to this game, but let me answer to your other suggestions.

1) A classic cup (like Mario Kart does) is a good idea, but it would have required a lot of searching to find the tracks to keep, and a lot of time to adapt those tracks to the more restricted nature of F-Zero Pocket. After all, I added the last 10 tracks in the 4 days before the release of the game, so I was a bit short on time! ^^

2) A track editor would have been great! I initially planned on having one but this feature got dropped very quickly to ensure I would finish the game in time. I understand the current way is not the easiest one though.

3) Adding more racers would have been fun as well. To tell you the truth, I initially wanted to add the 10 AX drivers as well as Deathborn, Rick Wheeler and a selection of other Nintendo characters (such as Samus Aran) to the list. However, I must say adding as many racers as you suggest is a bit too much work: if I count roughly, that would mean adding at least 20 other characters + original ones.


Once again, thanks for your feedback and your ideas. Overall, I just ran out of time and decided it would be better to release a smaller yet completed game rather than trying to cram more and more content without releasing it.
I had a lot of fun working on that project, so never say never, maybe I will work one day on some features you talked about! Who knows? I just don't see it happening in the near future.


Thanks again!