I like the character design but at the same time it just doesn’t quite fit the feel. The characters wide and round shape somehow clashes with his speediness. Maybe make him more sleek.
]]>Some things I would change are some difficulty things, as the game is quite difficult to play. The b button for boost is a bit hard to press while using wasd keys, possibly different button would be better. Also, turning seems a bit slow and feels too cumbersome. This makes switching lanes incredibly difficult.
]]>It has a really gratifying feel to it, and because of it, I found myself playing it multiple times just to try getting further. You feel a good sense of accomplishment when you dodge away from the spiked balls. There’s also a good level of difficulty in controlling the character that makes it hard but not difficult. I enjoyed moments where I’d just barely making a jump that it didn’t look like you were going to make.
The track is also extremely well done. The paths themselves are decently spaced to allow you to always be able to make it, but there’s still a level of anticipation to know when to switch. I love the boost mechanic and how well it fits in with the track, but I feel as though the occasional pick up for an extra boost wasn’t enough. Maybe adding a score system with more pick-ups that just act as a score booster would make help the risk-factor.
Overall, the concept is really well done, and I’d love to see where this goes if you plan on continuing with it.
]]>I really like how sleek the acceleration feels. The speed ramps up just enough for a added thrill without adding too much challenge too quickly. I found myself playing through this course several times trying all the different paths at top boost speed.
Your play area is setup up fairly. The tracks offer the player a sense of agency and the obstacles are placed strategically enough to make me switch up paths without seems like there’s a “correct” way to go. I like the spike ball design of the objects too, although the hitbox is a bit off sometimes. I find I can skate by several of them just by staying on the edge of a path.
The movement feels fluid even when boosting. The jump is a bit difficult to master. I found myself missing jumps that would have worked on a normal arc only to be thwarted by the gravity kicking in abruptly. It’s necessarily a con, as it adds an area for player improvement.
Overall, it works great as a game feel prototype. It shows off the concept while staying bite-size.
Debug note: I think your pickups might not be resetting properly. I can’t seem to pick them up again after respawn.
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