I played the game for a bit, and I think the progression system needs some tweaking. After reaching Fitness 3, resetting doesn’t feel worthwhile. It’s more convenient to keep farming instead of resetting because the skill points don’t provide enough benefits at that stage of the game to justify starting over.
Another detail: I’m not sure why there are so many configuration options. It might be better to simplify the settings menu for the average player.
Thanks for the feedback. Progression is definitely much harder to balance then I participated. I'm gonna tweak the values and make levels more worthwhile.
As for the options it's mostly so I and others can test which exact values they think look the best. It's only in the game because it's a prototype - in a final version I'll clean it up.
first, for me the UX is a bit small, hard to read, I don't have the best eyesight though.
I do like the theme a lot as a gravel cyclist of sorts, but I have some forearm issues that make me not wanna mash space button that much. In e.g. cookie clicker I think over time the auto-clickers end up clicking for you mostly so that you don't have to, maybe that could work here, or it happens at some point that I didn't reach.
Maybe you can incorporate saddle sores into your game and some way to remove them.
Thanks for trying the game. Yes you unlock automatic pedaling almost right away. It's the very first skill in the "skill section" which should be viewable from the get-go.
Perhaps you didn't see or read into it because the menues are too small and hard to read as you mentioned. I will try to work on that. I have a decently big UI update in the works.
I played the game and would like to share my experience and some feedback.
Screen Resolution
3840x2160, Fullscreen
Cycling Controls
It took me some time to figure out how to accelerate properly. I cycled quite a lot and reached level 4, but I still couldn’t really explain what I was supposed to do. Is it about rhythm, timing, or accurately hitting the pedals?
On the game’s thumbnail, I can see a mouse cursor and “+1” indicators. I did not see those while playing, so I wonder if I was missing some kind of feedback that would have made the cycling mechanic clearer.
Progression & Training
The progression seems to be intentionally fluid, without a clear moment like “Now improve your skills.”
The training buttons contain quite a lot of text and FP-related information that I didn’t really understand. At first, I tried clicking individual buttons deliberately, but I couldn’t notice a significant improvement in my character.
Eventually, I reached a point where I couldn’t really tell which button I should choose or why. I found myself simply pressing Space repeatedly and clicking whichever training button became available.
I was also surprised that the Training Progress bar is actually a button that ends the training cycle. I initially understood it purely as a progress indicator.
Another thing I didn’t understand: Why am I able to continue training above 100%?
Easy / Regular / Power
At some point, the options Easy, Regular, and Power appeared. I assume these configure how the character cycles, but I couldn’t notice a difference between them while playing.
What I Liked
I really like the cycling theme. The moment the first other cyclists passed me, my competitive spirit immediately kicked in and I wanted to catch up with them. That was probably the moment when the cycling itself felt most motivating to me.
I also really like the pixel art and the parallax background. It reminds me a bit of Keep Driving and gives me a nice sense of freedom, being outdoors, and getting some fresh air. I think the visual style fits the cycling theme very well.
Overall
In general, I was left with quite a few questions. I think the game could benefit from clearer communication about what the player is supposed to do and how their actions affect the game.
There are a lot of UI elements and tooltips explaining individual values. I’m also not sure whether all of the elements in the top-left corner are relevant to the player or if some of them are mainly development/debug information.
I have to admit that I didn’t read every tooltip because I wanted to actually play and learn the game through playing. I think that’s where my main issue lies: a lot of information seems to be available, but I didn’t always understand the mechanics naturally through interaction and feedback.
Maybe the game is intentionally aiming for the complexity of a detailed simulation, similar to a flight simulator. If so, some of this may be intentional. My expectation going into the game, however, was a more immediately accessible experience.
First of all thank you so much for playing the game and leaving such detailed and structured feedback. It can genuinely be the difference between a much improved version 2, or a lackluster update.
I would love to dig into your feedback more when I have time later today or tomorrow. Would you be willing to answer some follow-up questions in DM? (If so, where would you like me to contact you - or should I just reply here?)
Also I will surely play your most recent game and give you some detailed feedback as well!
Comments
Hi,
I played the game for a bit, and I think the progression system needs some tweaking. After reaching Fitness 3, resetting doesn’t feel worthwhile. It’s more convenient to keep farming instead of resetting because the skill points don’t provide enough benefits at that stage of the game to justify starting over.
Another detail: I’m not sure why there are so many configuration options. It might be better to simplify the settings menu for the average player.
Thanks for the feedback. Progression is definitely much harder to balance then I participated. I'm gonna tweak the values and make levels more worthwhile.
As for the options it's mostly so I and others can test which exact values they think look the best. It's only in the game because it's a prototype - in a final version I'll clean it up.
Hi,
first, for me the UX is a bit small, hard to read, I don't have the best eyesight though.
I do like the theme a lot as a gravel cyclist of sorts, but I have some forearm issues that make me not wanna mash space button that much. In e.g. cookie clicker I think over time the auto-clickers end up clicking for you mostly so that you don't have to, maybe that could work here, or it happens at some point that I didn't reach.
Maybe you can incorporate saddle sores into your game and some way to remove them.
I didn't get that far.
Hope it helps.
Thanks for trying the game. Yes you unlock automatic pedaling almost right away. It's the very first skill in the "skill section" which should be viewable from the get-go.
Perhaps you didn't see or read into it because the menues are too small and hard to read as you mentioned. I will try to work on that. I have a decently big UI update in the works.
Hi,
I played the game and would like to share my experience and some feedback.
Screen Resolution 3840x2160, Fullscreen
Cycling Controls
It took me some time to figure out how to accelerate properly. I cycled quite a lot and reached level 4, but I still couldn’t really explain what I was supposed to do. Is it about rhythm, timing, or accurately hitting the pedals?
On the game’s thumbnail, I can see a mouse cursor and “+1” indicators. I did not see those while playing, so I wonder if I was missing some kind of feedback that would have made the cycling mechanic clearer.
Progression & Training
The progression seems to be intentionally fluid, without a clear moment like “Now improve your skills.”
The training buttons contain quite a lot of text and FP-related information that I didn’t really understand. At first, I tried clicking individual buttons deliberately, but I couldn’t notice a significant improvement in my character.
Eventually, I reached a point where I couldn’t really tell which button I should choose or why. I found myself simply pressing Space repeatedly and clicking whichever training button became available.
I was also surprised that the Training Progress bar is actually a button that ends the training cycle. I initially understood it purely as a progress indicator.
Another thing I didn’t understand: Why am I able to continue training above 100%?
Easy / Regular / Power
At some point, the options Easy, Regular, and Power appeared. I assume these configure how the character cycles, but I couldn’t notice a difference between them while playing.
What I Liked
I really like the cycling theme. The moment the first other cyclists passed me, my competitive spirit immediately kicked in and I wanted to catch up with them. That was probably the moment when the cycling itself felt most motivating to me.
I also really like the pixel art and the parallax background. It reminds me a bit of Keep Driving and gives me a nice sense of freedom, being outdoors, and getting some fresh air. I think the visual style fits the cycling theme very well.
Overall
In general, I was left with quite a few questions. I think the game could benefit from clearer communication about what the player is supposed to do and how their actions affect the game.
There are a lot of UI elements and tooltips explaining individual values. I’m also not sure whether all of the elements in the top-left corner are relevant to the player or if some of them are mainly development/debug information.
I have to admit that I didn’t read every tooltip because I wanted to actually play and learn the game through playing. I think that’s where my main issue lies: a lot of information seems to be available, but I didn’t always understand the mechanics naturally through interaction and feedback.
Maybe the game is intentionally aiming for the complexity of a detailed simulation, similar to a flight simulator. If so, some of this may be intentional. My expectation going into the game, however, was a more immediately accessible experience.
Hello Oppodelldog.
First of all thank you so much for playing the game and leaving such detailed and structured feedback. It can genuinely be the difference between a much improved version 2, or a lackluster update.
I would love to dig into your feedback more when I have time later today or tomorrow. Would you be willing to answer some follow-up questions in DM? (If so, where would you like me to contact you - or should I just reply here?)
Also I will surely play your most recent game and give you some detailed feedback as well!