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If you test mine, I will test yours - Rabbit Rocket Racing - Game mechanics test

A topic by polyspice created Apr 26, 2026 Views: 749 Replies: 24
Viewing posts 1 to 8
(5 edits)

Hi everyone

If you test my game, I will test yours!! Test for a test! 

Edit: Version 0.3.0 is out, and it now includes Ghost racing (race against your own ghosts) and AI bot racing. 

Download the prototype here: https://polyspice.itch.io/rabbit-rocket-racing

This is a pure mechanics test. we are trying to learn is how the game feels.

Specifically, we'd love feedback on:

  • The control schemes - we have three (Joystick, Trigger, Engines). Which feels best? Which feels off?
  • Level size/design - Level 1 is the biggest and level 4 is the smallest, which one do you like the best?

Rocket Rocket Racing is a controller-first game. It's built around Xbox or PlayStation controllers.
Keyboard support is in there, but it's secondary. If you can, please test with a controller.

Thanks for playing!

----------------------------

Test for a test games - these are the games that were part of the test for a test You should really give them a go!

Dominot

Slime Pop

Japitown

Cadence Blade

(+1)

Hey! I tried your prototype, and while it seems like it's in its VERY early stages, I'll try to give some comments on what it feels like and where I could see it heading.

From the control methods, I think what I could see working is the individual motors control - it is simple enough to understand and it instantly provides a bit of depth to the handling of the rockets.

In that regard, it also provides funny scenarios while you're learning how to control the rockets, almost QWOP style - this could favor leaning towards the more "friendslop"/intentionally frustrating angle of making races where everyone is bad and keeps crashing into each other at first. Not sure if this is what you have in mind, but that's where my head went.

On the more formal side, the map vs ship ratio seems correct to not be exceedingly hard. A small tweak I would make is have some degree of directional auto-correct after crashing into a wall, since you tend to spin around several times and it's very hard to recover the proper direction without thrashing all around (the turn radius tends to be a bit high).

I could not test the multiplayer, so I'm basing my impressions off of just taking the ships for a few spins. 

Overall, right now it seems like a proof of concept more than anything, and there could be something there - but right now as it stands, it could be a million different things, so I'd decide on that moving forward.

Thank you so much for the feedback. This was really helpful :) 

Yes, you are right this is VERY early stage. What we are testing here is how the different controls works, and which of the levels have the best level to rocket size ratio. 

The QWOP is not what we are going for, but it suddently made us discuss a lot of things, and wether this is where we are going to take the game, because you are right, that this is a place we could take the game. 

If you dont mind me asking - what rocket did you play, and what level did you play? And did you use a controller or keyboard?

Thank you again for testing.

And for anyone reading this message, being interested in testing synaut's game, you can find that here: /t/6163142/dark-roguelike-with-dominoes-and-rituals-need-feedback

(+1)

The QWOP thing is just an idea (I'd find it cool but it might be just me) - the main takeaway is that, at this stage, this could be a thousand different games going forward.

I think I only tried the first map, and most (if not all) the ships - the one with the biggest "turning" was almost impossible to control (also I think the numbers are wrong? One of the ships had a lower number on that stat but would just spin around like crazy).

Also, while on that point,in the future I'd simplify those stats on the UI - instead of big, unnecesarily granular numbers, you could show something more categorical, like a rank (e.g. from C to A) or something like 5 bars that fill up (like mario kart and other games do for the car stats).

Anyways best of luck, looking forward to see where it goes! (dropped a follow here to catch up later)
 

Damn, I dont know how I could have missed responding to this. I took the feedback, but forgot to reply.  thank you

The UI now have bars that show the different stats. 

I will release a new version in a few hours. This version also have ghost and bot racing, there will be boosts and stuff. 
I am going to create a new testpost for that :)Thank you so much for your feedback again

(+1)

Hello Polyspice, first of all, congratulations on the game!

Regarding the feedback: The gameplay is good, but I would suggest starting with easier levels and increasing the difficulty progressively. I had a hard time beating the first level until my brain got used to the ship's controls. That being said, it looks fun and the movement is really well done.

Another detail I noticed is that when you complete a level, there is no option to go directly to the next one; you have to start over from the beginning.

I'm going to drop a follow so I can see when you update the game and give you more feedback then!

Thank you so much for this amazing feedback, I am working on a new version. 

Notice that this is a prototype, so we are just seeing how the levels are working.
Can you tell me what controler you were using? (Keyboard vs. Controller) and also, which scheme you were using (engines, Triggers or Joystick) 
Lastly, do you have a game that I can test in return?

(1 edit) (+1)

I tested the game playing with a keyboard and using A and D to move. Now I've tried it with the mouse and the difference in difficulty is huge, it becomes much easier to control.

Here is the link to my feedback post:

  • /t/6271372/hello-im-working-on-my-first-game-japitown-and-would-love-some-feedback
  • (+1)

    Hi polyspice,

    I tried running Rabbit Rocket Racing in Wine but it failed. I think it would be a great addition to your game to provide a Linux build.

    Best of luck on your dev journey

    Irog

    I will add a linux build in the next iteration, thank you so much for your suggestion.

    I have now uploaded a Linux build :) 

    (+1)

    I tried it out, just on keyboard.
    game ran smoothly so that is good
    i tried the three different control schemes here are my thoughts.
    -mouse only is too easy, if you have ever driven go karts at a place where you just hold the pedal down the whole time thats the feeling i got from that, no skill ceiling
    -A+D  and Space was not too bad to get the hang of
    -A+D only, this was pretty difficult, however im not sure that is a bad thing, you might even consider doing a mash up of the control schemes where certain ships have benefits and draw backs, eg: ship goes really fast but has only two inputs (left and right thrust)

    i was a little confused on the stats of ships, i tried the grey ship which had low top speed and high turning stats first, then i tried the blue ship that had high top speed and low turning but the blue ship turned way faster than the grey ship, it may have gone a little slower but that wasnt very noticeable, really the speed of any ship i tried felt about the same.

    cool concept!

    if you could please try out my game, the one im working on currently is this one https://lordricker.itch.io/cadence-blade

    Thank you so much, this was really solid feedback :) 
    I am coming out with a new version this weekend, where things are a bit clearer. 
    Your stuff about the different control schemes is perfect, and just what I was looking for.

    I will fix the stuff about the stats, that is important. 

    And yes, have been thinking about if we should do the A+D only because it is wonky.. it depends on what direction we are taking the game in though. :) 

    I will test your game as soon as I can, it might not be tonight, but tomorrow morning maybe before I go to work :) 

    Thank you again

    Hi Lordricker

    I was unable to find your get feedback thread, so I will just give it to you here :) 

    I have an AI agent the helps me analyse the transcript, its response is here. 

    Thank you for sharing your game with me, it was a pleassure.

    Cadence Blade playtest, my notes

    Hey, thanks for letting me try this. I played for about 10 minutes, died three times (best run was 2:10), and ended up genuinely engaged once I figured out what was going on. The core idea of defending the castle from a hero you control directly hooked me really fast. The friction I ran into was almost all in the first couple of minutes, before I understood the controls and the flow bar. Once I did, the game felt good and I wanted to keep going.

    What I liked

    • The premise lands instantly. You spawn inside the castle, you can see the healer and the blacksmith right there, and the moment you step out and there's an enemy you're already invested. I liked it from the first screen.
    • Having a hub inside the castle where you can heal or upgrade, and then go back out to fight, is a really nice loop. It's a smart spine for the whole game and I think you can hang a lot off it.
    • Once I worked out the rhythm, hitting the green part of the flow bar felt satisfying. That's the moment where it clicked for me ("oh, so the purple one is bad, now it makes more sense").
    • Two playable characters at the menu (the green-hat archer and the red knight) is a cool touch this early. I tried both, they feel different.
    • Visually it's charming. The pixel art castle, the enemies marching up the path, the little shop interior, all of it has a clear style.

    Where I got stuck

    • The very first screen (Play menu) confused me. There's a "Private" toggle and a Session ID and I had no idea what either meant or whether I needed to do anything with them before pressing Play. This is a learning problem, not a difficulty one. I just clicked Play and hoped.
    • I started the game without reading the Help screen, and immediately got punished for it. WSAD plus J/K/L plus Shift plus the flow bar plus a shop is a lot to discover by guessing. About a minute in I literally said "I regret now that I did not read the instructions." The Help screen exists and is actually really clear, the problem is I didn't know I needed it before I needed it.
    • The flow bar was the biggest thing I bounced off. For a while I was attacking, seeing red, getting hit, and not understanding what I was doing wrong. I thought the purple state was something I was supposed to hit, not avoid. The realization that I had to time my second press for the green portion came pretty late, and the gap between "attacking randomly" and "understanding the rhythm" felt punishing.
    • The difficulty in the first 30 seconds felt steep. Enemies arrive fast, I die fast, and I'm still figuring out what buttons do. This is mostly the same learning problem as above, but the early enemy pressure makes it harder to experiment.
    • Inside the shop I wasn't sure how to actually buy anything until I'd died a couple of times. The Help screen explains it (J for left, K for right) but in the moment I was standing next to the blacksmith going "okay how do I buy that."
    • Quitting / restarting flow felt awkward. I tried to quit early and couldn't tell how, ended up just letting the castle die so I could get back to the menu.

    Suggestions

    • Surface the controls in-game at least once on the first run, even just a small overlay on the first screen ("WSAD to move, J/K/L to attack, watch the flow bar"). Right now the Help button is the only path and players like me will skip it.
    • Consider showing what the Private toggle and Session ID do, or hide them on the first launch. As a brand new player I just wanted to start the game, and being asked to make a decision I don't understand made me anxious before I'd even pressed Play.
    • The flow bar is a great mechanic but it needs a moment of dedicated teaching. A tiny first-encounter prompt on the first attack ("press again on green for full damage") would have collapsed maybe 90 seconds of confusion for me.
    • I'd lower the early enemy pressure a little, or at least the frequency, just for the first 30 to 45 seconds. Right now you're learning and being punished at the same time. Easier start, ramping difficulty, lower frequency early on. Keep the game hard, just give people room to learn the flow bar before throwing waves at them.
    • For the punish on a missed flow press, I'd tune it down or rework it. As I said in the moment, "it feels like a lack of control, because I clicked twice and it fired." I'd rather get reduced damage on a bad timing than feel like I'm being punished for trying. Reward the green hit with bonus damage instead of punishing the miss with a penalty if you can.
    • Add a clear Quit / Back-to-menu option from inside a run. I couldn't find one and dying was my only exit.

    Overall

    I had a good time. The concept is genuinely fun, the loop of fight/heal/upgrade/fight is a great foundation, and the rhythm-based attacks are a smart layer on top of a tower defense, once you understand them. The single highest-value change I'd point at is the first 60 seconds: that's where you're losing players who would otherwise enjoy this. Get the controls and the flow bar across before the first wave hits, and the difficulty I described stops being learning friction and just becomes the game being satisfyingly hard. As I said at the end of my session, the game should be difficult, not how to play the game. You're really close.

    Thanks for sharing it, looking forward to seeing where this goes.

    (+1)

    Thank you so much for your video playtest. Watching someone on their first time is always invaluable.
    Definitely took a lot of notes. I have some ideas on how to help convey what to do on the very first attempt to help avoid turning away new players.

    To address some of your points of confusion:

    -The game is multiplayer, when you  are starting a run it gives you the session id that others can join and allows you to make it a private run.

    -The flow bar idea is to simulate your proficiency with handling the weapon, figuring out the timing (or cadence, or rhythm) will basically double your dps. maybe its too much realism but someone good with a bow would be able to shoot much faster than someone just starting out.

    -On the archer i added a combo mechanic, i have not added the description of it yet tho so sorry about that (not your fault). Basically the if you hit consecutive shots the arrow trail goes from white, to green (1.3x dmg), to purple (1.6x dmg). The green window does not affect the combo, (i figured that would make it too hard). If you are getting purple arrows and the green window then the archer is pretty devastating.

    -Your thoughts on the balancing of the early game are really what i needed since i literally cannot test that myself (i already know how to play)
    i do have spawn rate curves and stuff already implemented so its a super easy change, after watching you play i do see it gets overwhelming too early. 


    I do have one question for you, could you see yourself playing it more if it was more fleshed out?

    Again thank you so much for your time. 

    (+1)

    I tried your prototype.

    Mouse control felt really easy. The A/D controls felt a lot harder, especially when trying to make quick direction changes.

    After crashing, it’s kinda hard to recover direction quickly. Maybe a tiny bit of auto-correction could make it feel smoother without making it too easy.

    Good luck with your project!

    Awesome feedback.
    Yea, I wanted to have a few options to choose from, so the AD controls are harder, but also makes the rocket fly faster. Which of the schemes did you enjoy the most though?

    Also, do you have a game that I can test?

    (+1)

    I preferred the A/D controls — they felt more fun and challenging. Mouse felt a bit too easy.

    I am making a puzzle game. you can try it here if you want. Slime Pop (Prototype) – Need Feedback! by fairyee

    (+1)

    Slime Pop playtest, my notes

    I'm a tester, played about 13 minutes through a few chapters in your build. Quick headline: the core merge-two-and-combine idea is genuinely fun and feels different from match-three in a good way. The slimes are charming, the falling animation is satisfying, and once I clicked into a rhythm in chapter one I wanted to keep going. Most of my friction was about reading the board and understanding goals, not about the actual puzzle.

    What I liked

    • The merge-two-then-combine concept is a smart twist on match-three. By the end of chapter one I was thinking "what can I set up next" instead of just hunting for triples, which is the right kind of thinking for a puzzle game.
    • The slimes themselves are adorable. The chapter-one cauldron-and-potions menu screen made me smile before I even hit Play.
    • Physics on the falls feel right. Around 5:30, watching pieces cascade down through gaps when something cleared was the most satisfying moment of the session.
    • The move counter is a nice touch and I felt the pressure it created in the back half of chapter two.
    • Chapter one is well-paced as a first impression. I hit the target score on the first try without really understanding the system, which is exactly what a chapter one should do.

    Where I got stuck

    • The first 40 seconds on the chapter-one screen were rough. I saw the trophy/slime image change when I tapped the < and > arrows and thought it was telling me something about the game, not realizing I was paging chapters. Then when I went back, it had changed again ("Oh, why did it change?"). That's a learning-the-interface problem, not a learning-the-game problem.
    • Color progression is opaque. Around 6:00 I said "the color change doesn't really mean anything other than it's just a different color." Red+red gave me orange, and I genuinely could not predict what blue+blue or green+green would yield. Without a hierarchy I can read at a glance, I'm guessing instead of planning. Learning problem.
    • Boulders blindsided me. In chapter two the goal popped up as "Goal: 2 boulders" but the game never told me how to break them. I spent most of the level matching slimes hoping something would chip them, then realized late I needed a rainbow piece adjacent. By 8:18 I said "I really don't get how do I kill these boulders," and at 9:15 I worked out "I have to make a red one right next to this one, somehow." That's a feedback-and-onboarding problem.
    • Direction of drag felt inverted. Around 11:00 I noticed that when I drag piece A onto piece B, B animates as the active one instead of A. It's small but it kept making me feel like the game was overriding my intent.
    • The difficulty curve from chapter one to chapter two is steep. Chapter one is gentle, chapter two introduces boulders, the rainbow piece, and a tighter move limit all at once with no in-game explanation. I went from "I get this" to "what am I doing" in one transition.

    Suggestions

    • Consider hiding or graying out the < and > arrows on the chapter screen when there's nothing on the other side, and maybe label the screen "Chapter Select" so the navigation reads as navigation. The mantra I kept coming back to: the game should be hard, not figuring out how to play it.
    • Give the slime tiers a visual progression, not just a color shift. As I floated mid-session: a small dot, then bigger, then eyes, then a smiley. Anything that lets me see "this one is higher tier than that one" without having to remember the color rules would unlock my ability to plan ahead.
    • For the boulder objective, a quick first-time hint on what breaks them would go a long way. Even one line saying "rainbow slimes can shatter boulders" the first time a boulder appears, and a small visual cue on the boulder itself (cracks getting deeper, a count of hits left), would close the feedback gap.
    • Flip the merge animation so the dragged piece is the actor and the target is the receiver. It will feel like the game is doing what I told it to do.
    • Stagger the chapter-two introductions: introduce boulders in one level with extra moves, then introduce the rainbow piece in the next, then tighten the move budget. Right now they all land at once.

    Overall

    There's a real game here and I think you could ship this game. The merge-two concept is the hook, and the slimes give it personality. If I could only pick one thing to fix, it's making the slime hierarchy visible at a glance, because almost every other "I don't know what's happening" moment in my session traced back to me not being able to read the board. Get that right and the rest of the polish (boulder onboarding, drag direction, chapter-two ramp) becomes much easier to tune.

    (+1)

    Wow, thank you for such a detailed playtest — this is super helpful.

    Really glad the merge-two idea clicked for you. That “what should I set up next” feeling is exactly what I was going for.

    And yeah… you pretty much nailed the main issues 😅 especially the board readability and the Chapter 1 → 2 jump.

    The slime progression being hard to read is something I am looking into right now.

    I am planning to make the tiers more visually obvious so players can plan instead of guess.

    Also totally agree on the boulders — that needed a proper intro. I will add clearer hints + better feedback there.

    The arrow confusion on the chapter screen is a great catch too. Did not even realize that could feel like part of the game.

    Thanks again for taking the time to play and write all this. It really helps shape the direction of the game.

    (+1)

    Hey everyone,

    New build of Rabbit Rocket Racing is up. This one's a prototype update (v0.3.0) and there are three big things in it that I'd love to get your eyes on.

    Ghost rockets. You can now race against your own ghosts. The game records your single-player runs, stores up to 5 per level, and replays your personal best as a non-colliding ghost on your next attempt. It's the first time the game actually pushes back against you when you're playing alone, and it changes the feel of a session a lot.

    AI bots. Single-player now also has a bot racing mode, three AI opponents that follow the level's path and actually give you something to chase. They've got tunable pathing per checkpoint so they don't all run the perfect line. I've spent a lot of time tuning their feel, but bot difficulty is genuinely hard to get right solo, so this is one of the main things I want feedback on.

    What we really like feedback on:

    • Game feel - how the rockets handle, the weight of the controls, how a run *feels* moment to moment. This is still the core thing we're chasing.
    • Level sizes - every level is a different size. Which sizes felt best to race on? Which felt too cramped or too sprawling?
    • Bot difficulty - per level. Too easy? Too brutal? Inconsistent between levels?

    Not looking for art / visual style feedback yet, that's still in flux. But if you've got strong thoughts there anyway, we won't stop you.

    Thanks for taking the time

    — Lance and Thorbjørn

    (I will be on a business trip for this week, so I will get back next weekend if anyone tests and I will test back)

    (+1)

    I have tried it again.
    -The ai racers does help engagement a little but i dont think they can make it around the track, at least in my attempts they didnt.
    -I tried multiple ships and could barely tell a difference
    -i used the w for throttle and a and d for turning control scheme, it felt pretty good to play
    -I like the bigger tracks, the smaller tracks were pretty hard to drive on, although i wouldnt mind smaller sections on a big track.

    may i ask why you have it so that it is zoomed out to see the whole track? I would think having a fixed camera zoom that follows the player around the track would be better, but that could be just me.

    Perfect, thank you.
    I have used your feedback (but forgot to respond... been a bit too busy I guess)
    - The AI racers have been updated, and are now a bit better, so they should work a bit better now
    - I have updated the ships, and I believe you should be able to tell the difference. If you still have problems, you should try to play against your own ghosts, and you should be able to see the difference.
    - Thank you so much, I think that we are closing in on using that scheme 

    The reason why it is zoomed out, is that this should be played with controllers in couch mode.. so its designed for sitting together and playing against each other. We have considered also making a follow around camera, but that would be in the final game, it is important that it works well without it :) 
    Thank you again for testing the game, it is super appresiated. Let me know if you have a major update on your game, and I will test it again. 

    (1 edit) (+1)

    Hey :) I'd be happy to test your game but currently I have no option to download sth on my PC :c is there any chance the game will be available for the Web platform? 

    Right now, we do not have Web platform available. If it is a "working out of the box" to do a web version, we will do it during the coming week. But since this is a prototype only, we will not spend a lot of time on things like this :) 
    Thank you for taking the time to write here :)