Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This was a nice concept and a really good interpretation of the theme. I liked the fact that you had taken the theme and integrated a risk/reward mechanic in the gameplay which felt organic. Some suggestion on the gamplay - The steering felt good, but i think there could have been some control on the speed of the car which could have added a bit more control to dodging the obstacles. Especially for the shorter route it felt realy difficult to dodge some of the closesly placed obstacles. I like the simple UI, makes the game look very clean, but maybe you could add something which indicates hits to the car or hits left before restarting. The overall art is also very clean, and the shadows for the obstacles look cool. The car sprite could be improved I feel. I liked how the fuel pickup was very clearly differentiated from the obstacles. Audio wise, maybe some variation in the engine rumble while turning/ screeching brakes would have added some dynamism. Overall I had fun playing it, well done :)

(+1)

Thanks for the detailed feedback! I’m glad the route tradeoff, steering, and overall theme worked for you.

The speed-control suggestion is genuinely interesting. You’re actually the first person who’s brought that up, and I hadn’t really considered it because ā€œall gas, no brakesā€ was a deliberate part of the design from the beginning. But thinking about it now, giving the player some control over speed could be a really elegant way to handle difficulty, especially on the denser shortcut sections, without just reducing obstacles or widening every gap.

That one definitely has me reconsidering the choice.

I also really like the audio suggestions. More variation in the engine, tire squeal, and stronger impact/road sounds would have added a lot of character. And yeah, the car sprite/art pass definitely had more room to grow.

I was trying to communicate health through the car’s visible damage instead of a normal health bar, so I’m glad that part came across at least somewhat. Appreciate you taking the time to write all this!