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Great aesthetic and visuals. The implementation of the two button diversifier was really interesting, too. I would totally play a fully-featured racing game with theses controls; drifting and boosting both felt good. I appreciated the tutorial (and redirecting the player to the tutorial before starting the game); it did a really good job of helping me come to grips with the game's controls and mechanics.

I like the idea of sacrificing checkpoints for increased top speed, but I didn't like how you seemingly need it to win. It doesn't seem like its possible to catch up to the racers in front if you don't break the checkpoints, which undermines the risk-reward potential the mechanic has.

 I also felt like the track was too long. There's a lot of downtime between turns and jumps that brought down the pace of the race. It also compounds with the checkpoints issue I had, because falling off means you go really far back when you break the checkpoints.

Hi, glad you enjoyed! I'd just like to touch on a few of the issues you brought up. In our mind, the checkpoints being far apart increased the risk of sacrificing them. And we knew the players would likely never go for sacrificing checkpoints if they knew it wasn't required to at least hit one or two to get ahead. But a lot of this is a matter of opinion. Thanks for taking the time to comment!