It's not so bad
But the hitbos feels bigger than it should be, the screen is way too small for the speed of the game, and these spike locations sometimes doesn't make any sense.
Take A Ride And Run The Line!
It Took A Few Minuets To Get It It Down After That It Was Fun Nice Challenge,Original I Like The Concept Good Game. I Think A Lot Can
Done With It.
Plagued by excess.
This could have been another Mario Kart. This could have been classic. All the elements are there: interesting, adorable graphics, unique, pick-up-and-play style, and challenging gameplay. However, it's far from the allure of Mario Kart. I gave this game an hour and a half of my time, and I'm sure I'll give it more, but playing it is a bittersweet experience. For every joyous triumph I manage in gameplay, there seem to be multitudes of painful stylistic choices to slog through.
There's simply too much going on in the game at once. For something that's paced so fast, the game requires an amount of skill and practice to a degree where the game is an exercise, and no longer fun. I still haven't gotten a gold star on the first boss challenge. It's because no matter how fast I might be going, a bullet catches me, or a mine flies out of seemingly nowhere at a speed that I simply cannot avoid.
An absolutely unwieldy amount happens on screen during a race. There are fairly noticeable patterns in some areas, but that doesn't make them manageable. Between the apples that flip you upside down, throwing you into a mine if you're not spot on, and the portals that really don't do much at all other than disorient the player, the player is forced through the level like a confused sheep in a slaughterhouse, not knowing what pain could possibly be next.
Don't get me wrong, the game is fun in many spots, like the mine avoidance challenges, but the whole presentation just doesn't seem to care enough for the player. This may sound strange, but the dimensions of the game aren't big enough. A lot more reaction time is required for any reasonable amount of casual enjoyable gaming, so it needs to be wider. Regarding that, I found the flipping ability to be meaningless; not even once was I able to use that to my advantage (but that's just me, so I didn't take any points for that). I may have this game pegged wrong, but I don't think it's strictly for hardcore players, and there should be just a few more concessions to casual gaming.
The enemies shooting you in the back are rage-inducing. Please, please, please put some kind of indicator showing where the projectiles are coming from. They're on screen for no more than a second before they've blown up in the player's face or just gone. Avoiding that and the mines while going a million kilometers an hour while simultaneously trying to catch rings and balance the effects of the portals and apples is nearly impossible. Catching keys on the first go around, even by chance, is completely out of the question.
Excess is really what kills the game. The portals put me over the edge. Constantly, I was asking "Why are those even there? They're completely useless!" and while they might not be completely useless, they're just another distraction in an area where the player could do with some rings or just a couple seconds of slightly more relaxed coasting.
Another mechanic I didn't understand was the start boost. This game shouldn't put the beginning of the race (which can sometimes determine who wins or loses) solely into reflexes. Keep the boost if it's really integral, but don't start a loss at zero; it's just depressing to start of a race so slow as the enemy cruises along uninhibited.
The Medals and custom levels are a nice touch, though. They do add some replay value. Collecting keys is kind of cool, but it takes a lot of dedication, and I don't know if it matches the payoff.
I added this game to my Favorites because I want to see how it progresses. There's an untold amount to improve on, but there's a very pretty little something right now. Strip away the fat; you've already got the bows tied on and it doesn't need to look any better. I'll be very excited to see an update.
How can I not respond to such a detailed, constructive review. Overall I totally agree with you. All the faults you pointed out relate back to poor consideration of level design. Although I wasn't the designer (and not being entirely sure how differently Sebastien will respond), I believe excessive apples and portals are for showing off how fast the game engine can run. Your feedback made me realise the game is fine in terms of graphics and tech, yet something is missing - we forgot to centre the experience around the player.
I like your idea having an indicator for boss weapons, or even what obstacles are approaching ahead. Perhaps in the future if it ever happens, we may release an improved sequel with those features.
Thanks for the review. It was a pleasure to read.
i really like it
and now when it has a level bildeer i love it so addicting
this is a LOT like solipskier. seriously. lots of people are saying this is "original" but it's not. now i could be wrong because maybe LR1 came out before solipskier but the concept really isn't new.
good game but i found the screen to be REALLY cluttered.