Great game! It really gives you that old Mario Kart feeling. The controls and game mechanics are well made and polished, AI is challenging (especially the Dino), BGM and graphics are fitting too. It ran well on PC with two controllers. I don't really have any complaints. I only wish it had more levels.
Btw, what is the name of the song that plays on Space Dance Station?
I'm glad you enjoyed the game! I also loved watching your speedrun and I'm flattered that you have put effort into getting good at the game!
you have made some pretty impressive discoveries that I didn't think people would make on their own! For example, in Metropolis City you figured out that it is better to do the shortcut even if you don't have turbos!
and about the framerate, many android users reported the same problem ): I've been optimizing the game and it should run much more smoothly after the next update (which should come out in the next few days, or maybe even today!). Hopefully this will improve your experience with the game (:
This game is a very good kart racer with an art style which it seems to pull of quite well. Its nice to see a kart racer on mobile/Android which uses a Mario Kart like drift but with a good control scheme (unlike Mario Kart Tour).
However personally I think it could use with some minor improvements...
General:
- explanation of weight classes... I wasn't able to work out the actual difference between them
- perhaps an option to view the various tips in the loading screens. I found some of them quite useful especially when I first started playing (in particular the double tap to drift one on mobile).
PC specific:
- allow using a mouse for menus
- key bind options for keyboard (maybe also for controller to)
- option for two players on one keyboard (could have some keyboard ghosting issues but I think it would be fun regardless)
Mobile specific:
- better performance -> on my Samsung Galaxy S7 even at the lowest render distance the game (seems) to dip to around 30fps when boosting but around 60fps otherwise so the game doesn't feel as nice to play. Perhaps simply having more graphics options would be enough to help.
- more button layouts/options -> while I think current control scheme is good when in comes to kart racers on mobile I tend to prefer having virtual buttons with left and right on the left side (could be in the form of virtual buttons, joystick, or slider) along with the drift and item buttons on the right side (similar to the control scheme of Sonic & All Stars Racing Transformed which is sadly a game no longer available on the App Stores). This would mean players are not limited to just drifting inward or outward like the current control scheme (seems) to do and it would make drifting a little more intuitive since there's a separate drift button rather than having to double tap.
As I said before even as it is the game is still very good but I think it would be nice if at least some of these were implemented.
On a side note I haven't had much luck beating the bots on hard mode. Any tips would be appreciated.
Hey, thanks for your comment and for your suggestions, I liked some of those a lot, I'll try to look into them! but I'm currently having a hard time working on this project, but it's mostly because of a Godot bug that will be fixed in the next version (3.4).
about weight classes, lighter characters have better handling and acceleration, while heavier characters have better top speed. it´s very much inspired by the Mario Kart series hehe
and to beat the bots on the hard difficulty, there are a few strategies that you can implement:
- the item system uses your current position to determine what item to give you. So at the very beginning of the race, while everyone is still very close in a pack, you can try to get just a little bit behind to get a much stronger item without wasting too much time.
- you can use the coffee power up and the chocolate power up to drive offroad without losing any speed. there's usually an optimal place to use a turbo in each stage.
- there is a mechanic in this game that makes turbos last longer when you are constantly mini turboing (mini turbos are turbos that you get by drifting). so if you get very good at drifting, your turbos will get A LOT better. (in fact, they will get so good that in some stages you can race the entire track without your turbo ever "ending", like, you will always be able to start another turbo before the previous one ends).
- time trials are very useful to test and learn optimal lines!
← Return to game
Comments
Log in with itch.io to leave a comment.
Great game! It really gives you that old Mario Kart feeling. The controls and game mechanics are well made and polished, AI is challenging (especially the Dino), BGM and graphics are fitting too. It ran well on PC with two controllers. I don't really have any complaints. I only wish it had more levels.
Btw, what is the name of the song that plays on Space Dance Station?
hey, thanks for your comment, I'm glad you enjoyed the game (:
About the song, I found it on open game art. I'm not sure what it's called... but here is the link for it:
https://opengameart.org/content/retro-electronica-new-classical-dance-with-vocal
(:
I'm glad you enjoyed the game! I also loved watching your speedrun and I'm flattered that you have put effort into getting good at the game!
you have made some pretty impressive discoveries that I didn't think people would make on their own! For example, in Metropolis City you figured out that it is better to do the shortcut even if you don't have turbos!
and about the framerate, many android users reported the same problem ):
I've been optimizing the game and it should run much more smoothly after the next update (which should come out in the next few days, or maybe even today!). Hopefully this will improve your experience with the game (:
This game is a very good kart racer with an art style which it seems to pull of quite well. Its nice to see a kart racer on mobile/Android which uses a Mario Kart like drift but with a good control scheme (unlike Mario Kart Tour).
However personally I think it could use with some minor improvements...
General:
- explanation of weight classes... I wasn't able to work out the actual difference between them
- perhaps an option to view the various tips in the loading screens. I found some of them quite useful especially when I first started playing (in particular the double tap to drift one on mobile).
PC specific:
- allow using a mouse for menus
- key bind options for keyboard (maybe also for controller to)
- option for two players on one keyboard (could have some keyboard ghosting issues but I think it would be fun regardless)
Mobile specific:
- better performance -> on my Samsung Galaxy S7 even at the lowest render distance the game (seems) to dip to around 30fps when boosting but around 60fps otherwise so the game doesn't feel as nice to play. Perhaps simply having more graphics options would be enough to help.
- more button layouts/options -> while I think current control scheme is good when in comes to kart racers on mobile I tend to prefer having virtual buttons with left and right on the left side (could be in the form of virtual buttons, joystick, or slider) along with the drift and item buttons on the right side (similar to the control scheme of Sonic & All Stars Racing Transformed which is sadly a game no longer available on the App Stores). This would mean players are not limited to just drifting inward or outward like the current control scheme (seems) to do and it would make drifting a little more intuitive since there's a separate drift button rather than having to double tap.
As I said before even as it is the game is still very good but I think it would be nice if at least some of these were implemented.
On a side note I haven't had much luck beating the bots on hard mode. Any tips would be appreciated.
Hey, thanks for your comment and for your suggestions, I liked some of those a lot, I'll try to look into them!
but I'm currently having a hard time working on this project, but it's mostly because of a Godot bug that will be fixed in the next version (3.4).
about weight classes, lighter characters have better handling and acceleration, while heavier characters have better top speed. it´s very much inspired by the Mario Kart series hehe
and to beat the bots on the hard difficulty, there are a few strategies that you can implement:
- the item system uses your current position to determine what item to give you. So at the very beginning of the race, while everyone is still very close in a pack, you can try to get just a little bit behind to get a much stronger item without wasting too much time.
- you can use the coffee power up and the chocolate power up to drive offroad without losing any speed. there's usually an optimal place to use a turbo in each stage.
- there is a mechanic in this game that makes turbos last longer when you are constantly mini turboing (mini turbos are turbos that you get by drifting). so if you get very good at drifting, your turbos will get A LOT better. (in fact, they will get so good that in some stages you can race the entire track without your turbo ever "ending", like, you will always be able to start another turbo before the previous one ends).
- time trials are very useful to test and learn optimal lines!
thank you for your comment!
I just added an "Exit Game" button to the main menu of the game (:
Your support is much appreciated! <3
thank you, I am happy to know you liked it! (:
I just updated the game and added a minimap, hope it helps!
Pretty cool like Mario cart or crash but in pixel I like it. Keep it up
thanks, I'm glad you liked it (:
and sure, I'll check your game out!