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This game is really just fun to watch the mine cart speed down the track a few times without even trying to brake. Thanks for making esc just reset the game so I can watch the cart fly down without brakes again.

The visuals for this game were some of the best parts. The art of the models themselves was all superb as other people have said and as you know. But there was some other stuff that really added to the visuals too. The views of the mountain were great; you got small glimpses of the crazy track that still lay ahead of you. The part where there was the extra mine cart really added some life to the game and it was fun to have a partner on this crazy journey. The design of the route the track took was interesting. It wasn't all just turn left, then turn right. Among the turns were some nice drops and hills that almost give you butterflies as if you're speeding up and down the hills in real life. The cart's animations like the way it teetered over the edge threatening to fall of and the smoke puffs behind the wheels breathed life into the cart and gave it a bit of personality. Then there was the superb camerawork to capture every interesting moment of the whole trip. Truly, you nailed the camera for this.

I had most of the same issues as most everyone else so I don't need to list them. One other thing I think could have made the game a bit better that I didn't see mentioned as much was in the track route/design. On my first play through, I didn't know where the signs were (obviously) so I got careening down the track pretty fast. Something I noticed fairly quickly was that I now had 0 hope of ever hitting another sign. Not knowing what lay ahead coupled with the fact that I was moving crazy fast because I hadn't hit any signs, meant I wasn't going to hit any signs coming up. There are 2 ways I came up with that I think could address this fact a bit. One way would be to kind of split the journey into 2 sections. You would go through the top section and when you were coming to the end of it, your cart would slow down and almost come to a complete stop before a huge drop. But it wouldn't quite stop and you would fall down the hill and keep going. Then you would very quickly get back to speed and do the bottom section. What this would do is that the player would fall into a false sense of security thinking they were stopping and had won, only for that false hope to be torn from under them (this part is a bit cliche). It would also give the player a break from the constant whizzing past signs that they couldn't attach to (or would break almost immediately if they did hit it) to catch their breath and be able to look ahead to the next sign. This slow part of the map would just be to give the player a break from the constant action. Also, when they slow down, there would be no actual way to stop, the player just needs to think they might be able to stop before the huge drop. The second way to stop the player from going out of control would just be to show the players the signs slightly sooner so they could get ready a bit earlier and have a shot at hitting them. Not all the signs need to be like this. Some signs that you can only see for a few seconds could give the player rewards like extra gold or an extra strong brake or a sign on a curve that otherwise doesn't have a sign, etc, etc. but you probably had ideas for rewards like that anyway.

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WOW :o Thanks a lot for this awesome feedback and the time you took to write it !!!

These a some really cool ideas of level design, and my teammates who did most of the design will probably love reading your comment ;) As you've probably read, we are already working hard on the game to polish it and make it better. I don't know if we'll have time to make new levels or modify the existing one with your ideas but I hope we will!

Thanks for your feedback :) 

It's great that you mentioned the "2 sections-track" because I designed the track to have 2 distinct section exactly for the reasons you mentioned. But with our (now fixed) bug related to the gold the speed would never goes down as designed but continue to increase and that mess up a bit this idea xD.

Now that we fixed it, we're trying to balance the design because we learned that the game si not fun if you brake too much. I'd like to have a "security zone" where  the players would catch their breath, but it should be the only area (with the starting zone) where the speed is low.

It's not easy to find the right values, but we're progressing and feedback like yours confirm us that we're going in the right direction :)

Cheers