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right on, ya the old version of ultrawide was a different beast and took some real mastery to play, but honestly a lot of that was due to deficiencies on my part as a programmer/developer and less a result of any specific design decisions. This version is indeed early, but my hope is to make a more accessible game with a longer curve towards mastery. Anything in particular from the old version you think could be brought over to improve the new direction?


Hmm, I dunno. If anything, then maybe the uneven tracks and cornering that made the hovercar grind.

I also liked the more real world of the old one as opposed to the new one's more abstract world.

That's great info, thanks for the feedback!