Beyond the loud sounds that someone else already mentioned, I actually really enjoyed the axe mechanic. The feeling when catching the axe and getting forced back by the knockback was sick! Especially if you planned your path and caught it naturally without needing to right click, made me feel quite slick 馃槑 Nice job!
Robocop278
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I love the intuitive controls! I was expecting a tutorial, but once I started moving the mouse around and saw how the popsicle behaved, the game clicked in a really cool way. I think I only had a confusing moment once because one of the scoops didn't sling me all the way to where I was supposed to go, but everything else felt smooth!
Amazing visual style, and the individual mechanics of the game are very solid! I think my only complaints are from the level/game design aspect. I wish that the camera could lead a little bit so you could have a better idea of what to expect. As some other comments mentioned, the "3 2 1" countdown every single time started getting annoying, would have been nice for that to be off as default rather than a setting in the options. Similarly, the music I feel would work better if it just looped once you were in a level instead of restarting when you died. Lastly, I think the controllable character in the game beng a car maybe gave me as a player the wrong impression that I should primarily being going at speed (not necessaritly full-throttle) most of the time, when I found the opposite to be true. There were portions where I felt it best to slow down or even turn around and reverse, rather than risk running head-first into an obstacle or off a curve. Specifically in the slingshot level, there is a part where it seems like I am purposefully set up to readjust to get the distance of the sling right to squeeze through some sawblades on the other side of a chasm. I'd be curious to see if this game could work better with some other sort of character running around rather than a vehicle 馃But again, beyond those complaints, this is a great game! Amazed that you were able to get unique music tracks for each level, and the UI design is stellar!
Thanks for the comment! Yeah I definitely wish we would've had more time to polish the map, there's a lot of odd spots in the road due to our road generation plugin acting up and being hard to work with. If in the future you get stuck again, you should be able to just hold down the accelerator and you'll eventually get forced up and out of the geometry, not optimal but it was a nice last minute patch from our other programmer.
Thank you! I can definitely share how we did the minimap! I originally thought I was going to have to manually set up a node graph and then use A* to get a minimal path for the driver from their current position to their destination. Thankfully though, as I was researching online, I came across unity's navmesh system, which was specifically designed to have npc agents walk through designated areas, using A* under the hood. The way you're supposed to use it is that you need to create a navmesh from all the meshes that can be walked on, then hook up a navmesh agent component to the npcs you want walking around your map. What I found though is that you can also just directly request a path from the navmesh, and as long as your source and destination vectors are close enough to the navmesh, it will give you a list of nodes to get you from point A to point B. After that it was pretty easy to draw a line way above the player on the minimap layer to overlay on top of the map!
One thing I did wish I had more time for was getting it working for the whole map, as it currently stands the navmesh was only generated for the roads. I tried making a navmesh for the entire map but it made the game way too laggy. That's why driving off the roads gives you the "recalculating" message 馃槀
Great concept! I did have problems running this on an ultra wide monitor in Windows, specifically the buttons at the top were off screen. If anyone else runs into the same issue, you can create a shortcut to the game -> right click the shortcut -> properties, then in the Target, add "-screen-fullscreen 0 -screen-width 1280 -screen-height 720" to the end. That will force it out of fullscreen and into a resolution that plays nice with the layout of this game.

