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I tried a lot and really wanted to like this one, but it is just a bit too frustrating right now.  I could not quite master the mouse aiming controls, and the double reticles and camera floating behavior combine to make it a little confusing to read/feel under the time pressure of say, 1 second before a crash.

The level seems well paced and looks awesome!  But it also can be hard to see where to go, so I had to use a lot of trial and error.  I think given the speed requirements I would have liked it a lot more if the acceleration was just taken completely out of the equation by auto-thrusting forwards.  (Though I only saw the first level, so I don't know if this would become a problem later.)  The game is most fun when rushing just past a few obstacles using the boost.

It's easy to end up upside down or at strange angles, which makes the actual tunnel twists feel more like guesswork.  As silly as it might look, I think a big neon arrow or line leads along the wall to the correct exit direction would really help.

I play a lot of racing games like F-ZeroGX, Redout 2, etc.  When this was flowing well, I got that same awesome kick of "barely scraping by death while blazing at high speed past glowing stuff".  Those moments are really fun!  One thing those games do is have blazingly obvious main paths, but a super tight "real optimal route".  For example, in Redout 2 most of the tracks have a literal "middle line" to follow on the track surface.  What this does is give a speed rush past a few "easier" obstacles even if they are not quite on the perfect path.  But also punishes them in time penalty for veering a little off course or taking a turn wide/bouncing off a wall.

I think a similar "soft hardcore" approach could make this a lot more fun to play.  I would have a lot more fun if I could almost run the entire cool tunnel level nearly every time, but often fell just a bit short of reaching the goal/exit because I had not followed the "perfect" run.

Still, this is very impressive!  With some tightening up of the feel and visual help for the gameplay, I think there is potential to get a great polished mix of an almost puzzle/racing game within the tight timer each run is restricted by.