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(2 edits) (+2)

Criticisms and suggestions after playing the early demo...
- While I was able to figure things out like being able to aerial drift and better avoiding obstacles while jumping off rails, tips sprinkled in the game each loss or somewhere may prove convenient for players that get discouraged easily or may not realize certain possibilities with the controls. I can understand just letting people realize these techniques themselves though.
- The timer is a lil too strict sometimes; quite unforgiving towards loss of momentum or a couple crashes. Are more time bonuses beyond checkpoints being considered?
- Upon landing a Hurricane Drift, there are moments where I might have performed it too late and ended up trading blows between the car and the attack. Would giving the attack invincibility frames make it too overpowered?
- There are moments where the player's car might go fast for them to react to what's ahead due to vehicles and/or flying dummies blocking their view. It's because of this that I feel maybe the Boost Tackle's active time should depend on the player's current or max speed attained, so the player doesn't have to be too cautious.
- Police car tends to hit me sometimes when moving back to its position in front of the player car if they were not struck before.
- This one might be an iffy take, but with drifting being vital to playing the game to the point where you are allowed to perform it on straight roads, coupled with the strict timer, the ability to simply drive normally feels less important than it should and makes me believe I should always be drifting instead. Of course, I could just not be realizing how many times I had to not drift, but I thought I'd still put this thought out there as well in the chance that something could be done about it.

All that aside, I really enjoyed the demo and I look forward to the full game!