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It looks pretty sweet. Having only drift direction change control is interesting, but it kind of works in a flappy bird way.

Avoiding cars is impossible for me. I can somehow avoid the first few, but then they are so densely packed on the road I can only crash into them. Once you hit something then it goes out of control because of the bouncing. Is there a way to lose speed without losing integrity? It would be more elegant to put emphasis on losing speed setback rather than integrity.

Heist seemed pretty good because I suck at avoiding, but shooting adds the positioning incentive for the drift.

I'd like to see what it plays like on curved roads.

Hey, thanks for the feedback :>

That was exactly what I was expecting. The learning curve is pretty steep and the car spirals out of control easily. The original game was indeed based on flippy bird mechanics, so you'd crash instantly.

I am experimenting with ways to lose speed. For instance you'd lose speed when turning and gain when keeping the direction or vice versa. But I'm not satisfied yet. But the car is also still set to top speed.

Using cars or the wall to slow has been on my mind as well, similar to Cannabalt iirc. But I haven't yet implemented the rpg system or health items. So you'd be able to strengthen your chassis to take reduced/none damage from impacts, or maybe gain health back on close drifts. For now there is only the luck system that will potentially reduce/avoid damage when you're below 3 hp.

Ha, I hope I'll get around to implementing curves... but the foundation of the game is pretty simplistic: only the obstacles are moving. There's quite a bit of rewriting required Q_Q

Appreciate it!