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Feedback please - MotoXMoto

A topic by samixu created May 10, 2026 Views: 231 Replies: 7
Viewing posts 1 to 4

This simple motocross games seems to get no traction. Is it just too simple and boring? Time attack is not interesting?

https://samixu.itch.io/motoxmoto

graphics and sound are incredible it is a bit simple i will recommend add racing NPCs that compete with the player plus a couple of weapons will make it way better and less boring can you please try my game operation YOMIN it is an arcade retro style third person shooter

https://newmemberdeveloper.itch.io/operation-yomin

Thanks for playing. I left you feedback on your game.

(1 edit)

About Motoxmoto: The menu is pretty good. However, in the game, there is a major bug where I can only see ~25% of the road. A majority of the course shows as a light blue (snow?). Also, the game is AI Assisted, which some people don't receive well.

I will like for you to provide feedback to my game, Dualspace, as well. https://codergenius72.itch.io/dualspace

About YOMIN:
"disclaimer : screenshots reflect different phases of development not all screenshots are present in the current uploaded game files"

I can't see the screenshots at all.

(1 edit)

Thanks for playing. I tried your game and left feedback.

I'm not sure what bug you are talking about, never had that happen hehe.

Yeah even though the game is 99% not AI. I'm not sure when to consider it AI. If you use photoshop AI to help you I guess it's AI assisted. But personally I don't see the issue.

Thank you for playing my game. If the game is 99% human made, don't say the game is AI Assisted in the Metadata.

It’s a nice game, and with good execution it has potential. Maybe the driving difficulty curve is a bit steep at first impression, although it’s true that by the second lap it already feels much better to drive. Still, that might make some players drop it at the beginning, even though personally I find it rewarding.

Adding NPCs would be a big step forward, but without getting too deep into that just yet. Instead, you could implement a more dynamic movement system using Bézier curves or Catmull-Rom splines (I’m not entirely sure of the exact name in your engine), or even improve the system with waypoints so the movement doesn’t feel so static. If well tested, that could give a much more natural result.

A while ago I prototyped an autonomous vehicle locomotion system, and what gave the most realistic result was precisely that approach: smooth routes with control points. I’ll leave the example here:
https://www.youtube.com/watch?v=h9yWlw6ydv8

Overall, the game is in a very good state. Even with just three maps, a bit of progression system, and NPCs, it would already work well.

Finally, I wonder if you’ve considered changing the design of those areas where you have the “safety reinforcements” on the curves. Instead of punishing the player, you could let them use them as a help or even a driving advantage.


(+1)

Thanks for playing. I do have NPC and they work similar to what you linked. I disabled them for time attack. Perhaps I will add 2 modes.