A mix of turn based and racing, you push your desired direction while time is stopped and then watch your car stick to those inputs for the next moment, controls are the left thumbstick and the triggers.
This entry requires a controller, sorry I didn't add keyboard support in time, I forgot you actually get an extra hour to submit, also the retry button doesn't work sometimes, so that's a shame too. I used sfxr for the engine sound, all models and 'textures' are my own.
I'm not able to test any builds besides windows so let me know if they don't work.
I think I made one circuit and I stopped playing when my car flipped on its side and I couldn't move anymore.
It's interesting as a proof of concept? But it doesn't seem to have any actual gameplay, just driving on a small linear circuit (with some difficulty)...
The controlls are not responsive, so when you stopped turning, it would just keep on going to the previous direction. Controll over the car is the main reason people dont quit racinggames. Otherwise, the game would be extremely frustrating.
The pauses just ruined the game. It added nothing. I understand that the pauses were your main idea, but your idea should make your game better, not worse.
And dont just steal the example from the theme. This will harm your innovationscore.
Also, the car could be flipped, and the game would just keep on going.
Im sorry if this review was harsh, but you need to understand where you failed, to not repeat your mistakes.
Not a fan or your game design choices. When we play, it just feel like our little brother keep pushing Start on a second gamepad to piss us off.
I think you could have taken a more extreme turn-based approach. With an unlimited pause where you could take time of thinking of your input, have feedback on what you choose and then a validation to end this pause and see what are the results of your choices.
What controller does it need?