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LinksofSphynx

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A member registered Oct 06, 2018

Recent community posts

I'm late to the party, but I love everything you did with this project. The concept of some unnamed evil descending on Earth and fusing flesh and metal into hideous cyborg abominations is thoroughly enjoyable. Your old school take on racing games with secrets to be found within and beyond the track is amazing and really makes me mourn for more dense game design. I'm sure you moved on from the idea long ago, but I would adore an extended version of this game with more tracks, more cars, and more secrets.

Hey Vertigames.  I've been following this project since the first release of the 7DRL build and was ecstatic to see this new build released after so long. I'm not sure what bugs you've noticed or what design ideas, besides the list you provided, are in the works, but I did notice a few odd and fantastic things while playing for an hour or so. The first thing is how satisfying the combat is in its current state. When I read the blog posts about touching up the graphics and effects a part of me said "No, no no! That's not important! Focus on these fantastic systems!" A lot of your work paid off, though. The spontaneous flaming pop of enemy cars and even soldiers is very fun to witness and watching the loot fly is quite satisfying. The wooshing effect when moving at high speed is a nice touch. It makes me appropriately invigorated and nervous because of the handling system. The handling is just as fun as it was in the simplistic 7DRL build. Sliding sideways to pop off a shot from your front canon while your side weapon reloads feels great and really shows off the benefit of car combat games in this vein (of which, sadly, this may be the only true one currently). Similarly, I can't overstate how great it is that this game implements 4-way weaponry. Actually being able to drive by an enemy like a wheeled man-o-war and pelt them with gunfire is a grossly underrated experience in much any game. The movement system in the old build was quite fun, but you made some smart upgrades. Holding ctrl for hard turns is smooth and the addition of swerving is freeing. With all that said, this build does have its share of flaws that I didn't see mentioned. The biggest problems with the core gameplay are the current difficulty and picking up loot. The enemy vehicles, even when ambushing, barely scratched me and really made all my wasteland forays into cake walks. I'm assuming this is part of your note about lack of balance, but it especially struck me once I got over enjoying the systems. One of the only things that could be described as frustrating is how buggy the grid system is when aiming weapons.  When shooting a side weapon, the game refused to fire on an in-range enemy multiple times because the grid became turned 45 degrees and made it impossible to select the tile an enemy was on. I would then have to turn or move in some way to re-arrange the grid in a way that allowed me to fire. Picking up loot is currently a chore. I certainly like the idea of having to ditch items in order to escape enemies and maintain handling, but the current encounters I've experienced are frequently isolated and give plenty of time to pick up everything acquired if one has enough patience. This is the only part of the gameplay I really noticed drag. The other issues such as buggy movement in city areas and inability to buy or sell merchandise I'm assuming are known. One particular issue with shops, though, is that whenever I tried to buy or sell an item, I would be redirected to the inventory screen at some point in the process and couldn't see how to avoid it.

I plan to play this release many times in the future and I look forward to more updates.