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JotaDev

9
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3
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A member registered Jan 29, 2020 · View creator page →

Creator of

Recent community posts

The changing scenery while you're circling a loop is a very interesting concept.

Gameplay-wise, it's challenging, but the ability to adjust your speed allows you to take risks at your own discretion. However, jumping feels very erratic and takes some getting used to. There's no shadow below you to give you feedback on how high you are during the jump. Ground collisions are also a bit awkward due to inaccuracy. I don't know if this is due to giving the player extra leeway. A brake button is appreciated ÒwÓ

I understand the implementation of the loop concept, but what about the gameplay? You can have fun for a while even if you don't understand much of what you're doing, but at some point it starts to bug and you can't hear anything anymore. I hope you find a solution for this ÒwÓ

Great art and sound design, but as for the gameplay...

I can deal with the lack of interaction beyond the shop screen, and with that little gameplay, what's the strategy supposed to be? Buy whatever you can afford from the random options you're given? For such a relatively simple mechanic, I don't see many options to consider a strategy component. Let's see if in the next loop I have enough coins to buy at least one multiplier ÒwÓ

I considered adding a time limit that progressively decreased until it was barely enough to complete a near-perfect lap, however, I felt that the checkpoints were already challenging enough to allow everyone to take the challenge at their own pace. A slow-moving ghost vehicle that suddenly accelerated could also pose an obstacle, even for the cautious. Pushable traffic cones and demolished traffic signs communicate my intention that no specific route should be respected: This is a chaotic video game, driving rules are not respected here ÒwÓ

Thanks for taking the time to try my video game, and especially for stopping by to leave a review ÒwÓ

- JotaDev ÒwÓ

I played it all the way through, hoping that precisely because it was a game jam, it would have few levels. The art, but especially the concept, is quite good; however, the controls feel very clumsy, the movement physics are unintuitive, and the collisions are inaccurate. The level design leaves a bit to be desired, and the task at hand is unclear; whatever you need to complete each level gets lost in the background due to the lack of contrast, for example. It's definitely a good concept for a gamaplay loop that lacks a lot of polish. Good luck with its development ÒwÓ

I tried speedrunning it and only got a bullet ÒwÓ

A joystick would make the game much more accessible on mobile devices, I'll keep that in mind for a post-jam update, thanks so much for your feedback ÒwÓ

At least an option to remove those controls from screen would have been nice ÒwÓ

Interesante el camino que acabó tomando la mecánica de base, volviéndose más un juego de puzzle de memoria y coordinación. A pesar de los elementos que faltan por pulir, es un juego bastante retador y entretenido ÒwÓ