Superb game but the forcible injection of unnecessary rainbow ideology turned me off instantly. And no - that doesn't mean I hate you or that I am "alt right" or whatever is always said if you dont take part in that rainbowy thing :D It means I JUST want to play the fun game without politics, ideologies and newly created secular religions. If you wouldn't wave flags in front of my face I would probably spend long time playing it. But its your choice and your game so... you do you. Game itself looks and plays amazing, great job!
Thanks much! -Did you try if ZQSD works still on your AZERTY keyboard? I thought it would have -The track generation is heavy (relies on some quite silly logic), the downloadable version should work better, if you tried the web one.
Make sure to use "Physical Key" binds for WASD in your input map, then it would map automatically to ZQSD on azerty or whichever keys are that the physical location of WASD on a US keyboard.
I played first person, mostly, as iso felt quite close in - looks beautiful but tricky for me to control, very possibly a skill issue for me though!
Nitro fun and chaotic to use, controls ultra tight and responsive with a really snappy feel to everything. QOL stuff like resets worked really well and felt fast enough to give me a chance to recover from mistakes.
The bots are really good, providing a nice level of challenge but perfectly possible to beat, particularly once you start to get a good feel for the physics.
The juice is so nice, love the air fresheners bouncing about in particular. Feels great to honk aggressively throughout a lap whilst mowing down pedestrians :)
I played the web version using keyboard and no issues to report - the game ran smoothly with no noticeable dips in fps and controls felt really good
Thanks so much for the feedback! This was, at first, an isometric view only game, and the idea was that this would be tricky to control for all players, kind of like in Micro Machines, but the current version is quite different from that already. I'll do some tests with another camera view still, though I do like the odd combo of the current ones :--) Thanks also for the screenshot on Bsky, it was good to see the win-loss ratio you had as someone new to the game!
Hey ! I just tried it solo, and it’s super fun (i did play 5minutes prior to that on an older version though, nice to have more circuit and a tutorial).
Well, gamefeel, vibes, aesthetics, everything is very cool, and both views work really well. I mostly played isometric but I switch to pov from time to time for the cinematic feel and for specific obstacles (bridge, or straight long road) :D. Maybe the field of view is a bit too tight in isometric but it’s also fun so i don’t know.
Keyboard was a bit tough at first, so I switched to gamepad and it’s super responsive and precise.
I did 3 laps, i guess just because that’s what I’m used to (I played one lap in my last session, but it’s nice to have time to know the circuit more). Fell at the end of a lap once, and i got respawned at the start and lost the lap, felt a bit harsh haha, but it only happened that one time. Rest of the respawns felt fair.
Sometimes the layout makes me want to cut through the barriers or do a tight jump to skip a part, but it doesn’t always count the lap when I do. Maybe some clearer checkpoints like Trackmania would help, or block me off better, but physics felt very fun and I kinda like that you can cut through stuff and run into everything.
It’s also super fun to nitro into the bot to make it fall. Really nice AI by the way, it felt very natural even if I didn’t have much time to really observe how it behaves haha.
Love the stats on the endscreen, I always enjoy seeing stats.
I just realized I mostly switch to 1st person view as I'm facing down on the track, and that's because I hadn't properly centered the isometric camera... The limited view is still annoying in a very Micro Machines kind of way.
I wish I could make the keyboard controls as good as gamepad controls - adding some interpolation to steering and acceleration might change things a bit, but it's probably better left snappy.
Sorry about the respawn bug! :--) I did just fix one related bug, and the fix was in the newest beta (7), but I'll do more testing on this, thanks for reporting!
Checkpoints are still something I might add. Currently you need to complete > 90% of the track for the lap to count, this is a hidden feature added to allow for some (accidental) skipping. Not the best solution, but I think it's just fine.
This is fantastic! It reminds me of the old Racing Destruction Set I used to play on my friend's Atari 800. You should really put some screenshots and/or video on this page, it looks so adorable :)
Thanks so much! <3 I actually uploaded some screenshots and a GIF when I first put the beta here, but did not realize they were hidden by default, thanks for pointing that out, too!
Hey, I don't know how helpful this comment will be, but I will put it out there. When I did play Racing Desctruction Set, one of the highlights was being able to make and edit my own tracks. I am not asking you for this feature for myself, as I am busy making my own games at the moment. But other players might really enjoy that. I'm sure it's a monumental task, but consider adding a track editor. :)
I get it, it would be cool :--) It's way out of this project's scope, but I'm planning to add an option to input a custom track generation seed, so you could share/replay any cool tracks you randomly generated.
Coincidentally, I had just cycled through real-life Pirkkala before installing this. Luckily, the traffic there isn’t nearly as rough as in the game. So far, I’ve only tested it solo, but since this definitely seems more fun with a friend, I’ll return once I find one.
The rhythm is excellent, with no downtime between races or after failures. As a result, even though the game can be frustrating (as these kinds of games should be), it kept me hooked until I finally managed to beat the computer opponent for the first time. (That said, perhaps starting with a slightly easier AI would help new players ease in.)
I performed better using the first-person view. In third-person, the limited forward visibility often caused me to steer off the track. There’s a risk that the game may turn more into a memorization challenge rather than a reactive one. My notoriously poor reflexes would certainly appreciate some advance warnings like traffic signs or indicators showing the direction of upcoming turns.
The addition of windowed mode was great. I played the Windows standalone version on a fairly large display, and the huge pixels can be quite straining when sitting close. This game definitely feels more comfortable on a smaller screen.
I also noticed that gamepad controls aren’t mentioned anywhere, though they were intuitive enough to figure out.
All in all, it’s an instantly recognizable game with a fun premise and a solid implementation. Who wouldn't enjoy a huge-pixel drunk-driving simulation with a police car; even the run-over victims seem happy. I’m looking forward to seeing where this goes next.
The limited visibility in 3rd person view isn't the best feature of the game, and the AI of course has an advantage there. I'm redoing some AI logic later to make it a bit more lively (I might add different difficulty levels, too). When playing against a friend, this is less of an issue as it's the same for both players. Haven't tested this enough with friends to know if the limited vision is challenging in a good or a bad way. I might be able to fix this a tiny bit with a better camera and some visual cues in the road. When playing this myself, I keep changing the camera views (and to me, it feels surprisingly fun to do that).
Gamepad tutorial doesn't exist yet, but I think I might skip the wall of text altogether, that's shown when starting the game, and focus on showing relevant info at the start of the race. I could detect whether the user enters the game using a gamepad or a keyboard and change the tutorial visual based on that :--)
We tested the game remotely using Parsec, and a couple of new suggestions came up:
A volume slider would be very helpful for balancing audio levels between Discord, Parsec, and the game itself. Currently, we had to mute the game audio entirely in order to hear each other clearly.
Since we had to restart the game a few times (see the next section), it would have been convenient if the game remembered settings between sessions — including options like the first-person / third-person view preference between races.
While playing via Parsec, we encountered noticeable client-side FPS stuttering when running the game in full screen. We didn’t have time to investigate further, but switching to windowed mode resolved the issue completely. This could be related to Parsec, vsync, or other configuration specifics rather than the game itself, though it's worth noting that we haven't run into similar issues with other games.
As expected, playing in multiplayer was even more fun, and we’ll definitely return to the game again in the future.
I'll see about the volume sliders, perhaps a simple "off, 25%, 50%, 75%, 100%" would do.
I'm not sure if I want any save data handling in this, as it doesn't really need it, but for remembering the camera choice between races, perhaps! Though it makes sense to have it change back to 3rd person view at start, as the track generation is shown in that view, anyways.
I don't have vsync enabled in this at the moment, as I thought it might be good to see the unlimited FPS count, for testing purposes. Perhaps enabling it would do some good.
Brilliant game. I can see so much potential with this concept!
I could list lots of different features I'd love to see in a finished release but that's well outside your scope lmao. I'll give you two I think you can work with and I really think would do this game a lot of good.
1. Clockwise tracks. So far as I've seen, every track starts with a left turn which feels very repetitive despite the random track layouts and usually means the inside line is almost always preferable going into turn 1. Changing just this one thing would really open up more diversity in both track layouts and race start strategy!
2. Customisation. I believe this kind of game thrives on finding new ways to challenge ourselves; simple customization options to tailor your experience how you want. This would add a LOT of replay value, and really make this game special and a blast with friends. For example; different vehicles, skins, rule sets, speed/acceleration values, number of pedestrians, oil spillages, signs etc. , powerups, player/bot count (if you wanted pure chaos to be able to add like 15 bots to a track would be total mayhem and a lot of fun lol). Again for the sake of scope, I'm not saying you absolutely NEED to add these (though they would be nice).
All that is to say, keep at it as long as you're not burning yourself out! I think this concept is a blast and has so much potential you can take in a lot of directions but don't let that poential overwhelm you. One step at a time!
Thanks for the feedback and suggestions! I especially appreciate your reminder to avoid burnout, I wish this was much more common here on Itch :--)
Clockwise tracks would be cool, if only I were to at all refactor my track generation code (it's hardcoded and very poorly written). The starting positions already randomize, evening out the advantage of the inside line. I'm also making car to car collisions a bit different next, which might affect this too as blocking/pushing the other car will be easier. Let's see!
The way I've added replay value in my games in the past is by adding per round random modifiers. This is something I personally really enjoy in casual local multiplayer games and it's also a lot easier to add to the game, and it balances skill differences the players may have. This is the way I'll probably add most features to this game too, but I'm not ruling anything out :---) Thanks for the suggestions, they're really fine!
The motion controls and visuals of the game are pretty good, but the single-player mode defaults to the right-side player. Could you change it to the left-side player and use WSAD as the default controls?
Also, the CPU opponents seem incredibly strong – I haven't managed to win a single game so far.
Thanks for the feedback! I made the right side controls the default as to me it made more sense. Is there a specific reason you feel WASD would be better as default? (That's actually how I originally had it, but later switched it like this).
Good to hear the CPU opponent is strong as its easy to make it dumber, and more lively. I'll work on that in later updates!
I'm a fan of many of your games, and I've noticed most of them use single-button controls. In this setup, having Player 1 use right-hand keys aligns with most players' habits. However, once more buttons are required, the controls start to feel awkward. I believe most PC players still primarily use WASD for directional input. Perhaps you could merge both schemes – making both control methods simultaneously active in single-player mode. This would allow solo players to use more natural setups like WASD + JKL.
For games without mouse input, I'd assume arrow keys to be default for movement. But enabling both controls for single-player might work, too, I'll give it some thought, thanks!
That's interesting! Perhaps there's more time to learn the track, and more time for the bot player to mess up. The track should reset and get random generated after each race.
Thanks! I'll try implementing this change and see how it feels. Currently, the CPU only takes about 12 seconds to complete one run, while I'm still learning the route myself.
Thanks! I'm not planning on adding any touch controls, but an Android build just with gamepad controls, perhaps! This could be a nice fit for those Steamdeck-like Android handhelds, too.
Very fun little game! I really like the art style and it already feels very polished.
The web version didn't run too well on my laptop (as expected). The native Linux version runs smoothly but it crashed once, soon after starting the race with this at end of the log:
closing
closing
ERROR: FATAL: Index p_index = 28 is out of bounds (size() = 28).
at: get_m (./core/cowdata.h:144) - FATAL: Index p_index = 28 is out of bounds (size() = 28).
Thanks! The web version was choppy even on my 10 year old gaming PC, but switching from Firefox to Edge fixed it a bit so I felt confident enough to publish that too.
Thanks for the crash report! The way I've made this game is mixing doing stuff in the Godot editor, some logic is in AnimationPlayers and the rest is in the worst scripts I've ever written, so fixing this bug is going to be a blast! :--D
So this is about as much fun as the developement videos made it look. Ie, very very fun :D
10/10 on the graphics and audio front. 10/10 on the handling and drive feel of the vans also! Not sure if it was intentional, but I like how the initial zoomed out view gives a chance to try and memorize the track layout a bit so that the sudden corners aren't as surprising haha.
The only feedback I have so far is to maybe add a windowed mode, and to switch up (or randomise) the starting positions of the vans each race. I found more often than not the red van seemed to have a bit of an advantage at the beginning of the races cause the tracks loop anti-clockwise. But maybe I just need to git gud :)
Great work as always, man. This is super impressive and a real gem :)
Thanks for the praise! Feels good :--) I'm myself more critical of how the game is at it's current state so it's nice to read some positive feedback!
A windowed mode is a good idea! And I had start position randomization in this already, but it's obviously broken now, thanks for pointing that out! It should only force the first race to have red always on the left side (to make it clearer which van is yours).
Thanks! I'm trying to keep the text to a minimum - skipping the tutorial screen would be optimal, if I'd just find it in me to do a more proper in-game tutorial :--)
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Superb game but the forcible injection of unnecessary rainbow ideology turned me off instantly. And no - that doesn't mean I hate you or that I am "alt right" or whatever is always said if you dont take part in that rainbowy thing :D It means I JUST want to play the fun game without politics, ideologies and newly created secular religions. If you wouldn't wave flags in front of my face I would probably spend long time playing it. But its your choice and your game so... you do you. Game itself looks and plays amazing, great job!
Thanks!
excellent!
major gripe: WASD is unplayable on french keyboards
minor gripe: some slowdown at startup/race generation
Thanks much!
-Did you try if ZQSD works still on your AZERTY keyboard? I thought it would have
-The track generation is heavy (relies on some quite silly logic), the downloadable version should work better, if you tried the web one.
Make sure to use "Physical Key" binds for WASD in your input map, then it would map automatically to ZQSD on azerty or whichever keys are that the physical location of WASD on a US keyboard.
I am, that's why assumed they'd work :---) I wonder if there's a difference between the web version and the downloadable ones.
This is absolutely wonderful :)
I played first person, mostly, as iso felt quite close in - looks beautiful but tricky for me to control, very possibly a skill issue for me though!
Nitro fun and chaotic to use, controls ultra tight and responsive with a really snappy feel to everything. QOL stuff like resets worked really well and felt fast enough to give me a chance to recover from mistakes.
The bots are really good, providing a nice level of challenge but perfectly possible to beat, particularly once you start to get a good feel for the physics.
The juice is so nice, love the air fresheners bouncing about in particular. Feels great to honk aggressively throughout a lap whilst mowing down pedestrians :)
I played the web version using keyboard and no issues to report - the game ran smoothly with no noticeable dips in fps and controls felt really good
Thanks so much for the feedback!
This was, at first, an isometric view only game, and the idea was that this would be tricky to control for all players, kind of like in Micro Machines, but the current version is quite different from that already. I'll do some tests with another camera view still, though I do like the odd combo of the current ones :--)
Thanks also for the screenshot on Bsky, it was good to see the win-loss ratio you had as someone new to the game!
Hey ! I just tried it solo, and it’s super fun (i did play 5minutes prior to that on an older version though, nice to have more circuit and a tutorial).
Well, gamefeel, vibes, aesthetics, everything is very cool, and both views work really well. I mostly played isometric but I switch to pov from time to time for the cinematic feel and for specific obstacles (bridge, or straight long road) :D. Maybe the field of view is a bit too tight in isometric but it’s also fun so i don’t know.
Keyboard was a bit tough at first, so I switched to gamepad and it’s super responsive and precise.
I did 3 laps, i guess just because that’s what I’m used to (I played one lap in my last session, but it’s nice to have time to know the circuit more). Fell at the end of a lap once, and i got respawned at the start and lost the lap, felt a bit harsh haha, but it only happened that one time. Rest of the respawns felt fair.
Sometimes the layout makes me want to cut through the barriers or do a tight jump to skip a part, but it doesn’t always count the lap when I do. Maybe some clearer checkpoints like Trackmania would help, or block me off better, but physics felt very fun and I kinda like that you can cut through stuff and run into everything.
It’s also super fun to nitro into the bot to make it fall. Really nice AI by the way, it felt very natural even if I didn’t have much time to really observe how it behaves haha.
Love the stats on the endscreen, I always enjoy seeing stats.
Super fun game overall as usual, good job !
Thanks for testing and the feedback! <3
I just realized I mostly switch to 1st person view as I'm facing down on the track, and that's because I hadn't properly centered the isometric camera... The limited view is still annoying in a very Micro Machines kind of way.
I wish I could make the keyboard controls as good as gamepad controls - adding some interpolation to steering and acceleration might change things a bit, but it's probably better left snappy.
Sorry about the respawn bug! :--) I did just fix one related bug, and the fix was in the newest beta (7), but I'll do more testing on this, thanks for reporting!
Checkpoints are still something I might add. Currently you need to complete > 90% of the track for the lap to count, this is a hidden feature added to allow for some (accidental) skipping. Not the best solution, but I think it's just fine.
Thanks so much!
This is fantastic! It reminds me of the old Racing Destruction Set I used to play on my friend's Atari 800. You should really put some screenshots and/or video on this page, it looks so adorable :)
Thanks so much! <3 I actually uploaded some screenshots and a GIF when I first put the beta here, but did not realize they were hidden by default, thanks for pointing that out, too!
Hey, I don't know how helpful this comment will be, but I will put it out there. When I did play Racing Desctruction Set, one of the highlights was being able to make and edit my own tracks.
I am not asking you for this feature for myself, as I am busy making my own games at the moment. But other players might really enjoy that. I'm sure it's a monumental task, but consider adding a track editor. :)
I get it, it would be cool :--) It's way out of this project's scope, but I'm planning to add an option to input a custom track generation seed, so you could share/replay any cool tracks you randomly generated.
Yeah, the fact that it generates tracks may mitigate any need for a track creation tool anyway. In any case, I love it, super fun!
Coincidentally, I had just cycled through real-life Pirkkala before installing this. Luckily, the traffic there isn’t nearly as rough as in the game. So far, I’ve only tested it solo, but since this definitely seems more fun with a friend, I’ll return once I find one.
The rhythm is excellent, with no downtime between races or after failures. As a result, even though the game can be frustrating (as these kinds of games should be), it kept me hooked until I finally managed to beat the computer opponent for the first time. (That said, perhaps starting with a slightly easier AI would help new players ease in.)
I performed better using the first-person view. In third-person, the limited forward visibility often caused me to steer off the track. There’s a risk that the game may turn more into a memorization challenge rather than a reactive one. My notoriously poor reflexes would certainly appreciate some advance warnings like traffic signs or indicators showing the direction of upcoming turns.
The addition of windowed mode was great. I played the Windows standalone version on a fairly large display, and the huge pixels can be quite straining when sitting close. This game definitely feels more comfortable on a smaller screen.
I also noticed that gamepad controls aren’t mentioned anywhere, though they were intuitive enough to figure out.
All in all, it’s an instantly recognizable game with a fun premise and a solid implementation. Who wouldn't enjoy a huge-pixel drunk-driving simulation with a police car; even the run-over victims seem happy. I’m looking forward to seeing where this goes next.
Very cool, thanks! <3
The limited visibility in 3rd person view isn't the best feature of the game, and the AI of course has an advantage there. I'm redoing some AI logic later to make it a bit more lively (I might add different difficulty levels, too). When playing against a friend, this is less of an issue as it's the same for both players. Haven't tested this enough with friends to know if the limited vision is challenging in a good or a bad way. I might be able to fix this a tiny bit with a better camera and some visual cues in the road. When playing this myself, I keep changing the camera views (and to me, it feels surprisingly fun to do that).
Gamepad tutorial doesn't exist yet, but I think I might skip the wall of text altogether, that's shown when starting the game, and focus on showing relevant info at the start of the race. I could detect whether the user enters the game using a gamepad or a keyboard and change the tutorial visual based on that :--)
We tested the game remotely using Parsec, and a couple of new suggestions came up:
While playing via Parsec, we encountered noticeable client-side FPS stuttering when running the game in full screen. We didn’t have time to investigate further, but switching to windowed mode resolved the issue completely. This could be related to Parsec, vsync, or other configuration specifics rather than the game itself, though it's worth noting that we haven't run into similar issues with other games.
As expected, playing in multiplayer was even more fun, and we’ll definitely return to the game again in the future.
Thanks so much for testing! :--)
I'll see about the volume sliders, perhaps a simple "off, 25%, 50%, 75%, 100%" would do.
I'm not sure if I want any save data handling in this, as it doesn't really need it, but for remembering the camera choice between races, perhaps! Though it makes sense to have it change back to 3rd person view at start, as the track generation is shown in that view, anyways.
I don't have vsync enabled in this at the moment, as I thought it might be good to see the unlimited FPS count, for testing purposes. Perhaps enabling it would do some good.
So glad to hear you enjoyed playing the game! <3
bro the game is lit but the AI is plain unbeatable
Thanks bro! I'll work on it in future updates :--)
Brilliant game. I can see so much potential with this concept!
I could list lots of different features I'd love to see in a finished release but that's well outside your scope lmao. I'll give you two I think you can work with and I really think would do this game a lot of good.
1. Clockwise tracks. So far as I've seen, every track starts with a left turn which feels very repetitive despite the random track layouts and usually means the inside line is almost always preferable going into turn 1. Changing just this one thing would really open up more diversity in both track layouts and race start strategy!
2. Customisation. I believe this kind of game thrives on finding new ways to challenge ourselves; simple customization options to tailor your experience how you want. This would add a LOT of replay value, and really make this game special and a blast with friends. For example; different vehicles, skins, rule sets, speed/acceleration values, number of pedestrians, oil spillages, signs etc. , powerups, player/bot count (if you wanted pure chaos to be able to add like 15 bots to a track would be total mayhem and a lot of fun lol). Again for the sake of scope, I'm not saying you absolutely NEED to add these (though they would be nice).
All that is to say, keep at it as long as you're not burning yourself out! I think this concept is a blast and has so much potential you can take in a lot of directions but don't let that poential overwhelm you. One step at a time!
I'll be keeping an eye on this game for sure!
Good luck :D
Thanks for the feedback and suggestions! I especially appreciate your reminder to avoid burnout, I wish this was much more common here on Itch :--)
Clockwise tracks would be cool, if only I were to at all refactor my track generation code (it's hardcoded and very poorly written). The starting positions already randomize, evening out the advantage of the inside line. I'm also making car to car collisions a bit different next, which might affect this too as blocking/pushing the other car will be easier. Let's see!
The way I've added replay value in my games in the past is by adding per round random modifiers. This is something I personally really enjoy in casual local multiplayer games and it's also a lot easier to add to the game, and it balances skill differences the players may have. This is the way I'll probably add most features to this game too, but I'm not ruling anything out :---) Thanks for the suggestions, they're really fine!
looks and plays so smooooth!
The motion controls and visuals of the game are pretty good, but the single-player mode defaults to the right-side player. Could you change it to the left-side player and use WSAD as the default controls?
Also, the CPU opponents seem incredibly strong – I haven't managed to win a single game so far.
Thanks for the feedback! I made the right side controls the default as to me it made more sense. Is there a specific reason you feel WASD would be better as default? (That's actually how I originally had it, but later switched it like this).
Good to hear the CPU opponent is strong as its easy to make it dumber, and more lively. I'll work on that in later updates!
I'm a fan of many of your games, and I've noticed most of them use single-button controls. In this setup, having Player 1 use right-hand keys aligns with most players' habits. However, once more buttons are required, the controls start to feel awkward. I believe most PC players still primarily use WASD for directional input. Perhaps you could merge both schemes – making both control methods simultaneously active in single-player mode. This would allow solo players to use more natural setups like WASD + JKL.
For games without mouse input, I'd assume arrow keys to be default for movement. But enabling both controls for single-player might work, too, I'll give it some thought, thanks!
I think it was easier when you set it to 3 laps instead of 1. Track seems to be also random generated again when you change settings.
That's interesting! Perhaps there's more time to learn the track, and more time for the bot player to mess up.
The track should reset and get random generated after each race.
Thanks! I'll try implementing this change and see how it feels. Currently, the CPU only takes about 12 seconds to complete one run, while I'm still learning the route myself.
Cool game. Are you planning to make it for Android?
Thanks! I'm not planning on adding any touch controls, but an Android build just with gamepad controls, perhaps! This could be a nice fit for those Steamdeck-like Android handhelds, too.
For gamepads? Hmm... I just happen to have Dualsense controllers...
Very fun little game! I really like the art style and it already feels very polished.
The web version didn't run too well on my laptop (as expected). The native Linux version runs smoothly but it crashed once, soon after starting the race with this at end of the log:
Thanks! The web version was choppy even on my 10 year old gaming PC, but switching from Firefox to Edge fixed it a bit so I felt confident enough to publish that too.
Thanks for the crash report! The way I've made this game is mixing doing stuff in the Godot editor, some logic is in AnimationPlayers and the rest is in the worst scripts I've ever written, so fixing this bug is going to be a blast! :--D
So this is about as much fun as the developement videos made it look. Ie, very very fun :D
10/10 on the graphics and audio front. 10/10 on the handling and drive feel of the vans also! Not sure if it was intentional, but I like how the initial zoomed out view gives a chance to try and memorize the track layout a bit so that the sudden corners aren't as surprising haha.
The only feedback I have so far is to maybe add a windowed mode, and to switch up (or randomise) the starting positions of the vans each race. I found more often than not the red van seemed to have a bit of an advantage at the beginning of the races cause the tracks loop anti-clockwise. But maybe I just need to git gud :)
Great work as always, man. This is super impressive and a real gem :)
Thanks for the praise! Feels good :--) I'm myself more critical of how the game is at it's current state so it's nice to read some positive feedback!
A windowed mode is a good idea! And I had start position randomization in this already, but it's obviously broken now, thanks for pointing that out! It should only force the first race to have red always on the left side (to make it clearer which van is yours).
Thanks for the feedback!
No worries, glad I could be of some help :)
I love the style and camera work! The font with 5x3 pixels per letter requires a bit more effort to read than I would prefer it did.
Thanks! I'm trying to keep the text to a minimum - skipping the tutorial screen would be optimal, if I'd just find it in me to do a more proper in-game tutorial :--)