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tynkyr

2
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A member registered Jul 31, 2016

Recent community posts

Holy smokes! This looks sweet. Joel usually has a neat experiment hidden in his games; here it's his sci-fi/alt-future constraint on colors. Gives it a style. Takes me back to a simpler time... soundtrack is a perfect match. All I need is an Atari joystick. 

Steering is a challenge--though that's where the game of this lies. The front wheel seems to turn more than on most motor bikes; maybe that's what feels awkward at first. With a little practice I learned to tap the left and right arrows rather than mash them down on turns. Also helps to drastically ease up on the gas for those hairpin turns. Always appreciate a game that lets me drive the wrong way on a track with out forcing me to reset--arrows on the track are a nice standard touch to keep me from getting confused about which way to go if I get too jiggy with a wall.

Screen shakes effectively when you hit the sides of the track. I could have used more feedback on my acceleration and deceleration, given how essential getting this right is to mastering the game: maybe kicking up road grit, or doing a wheelie, or a shriller engine whine, and on the slow down pitching forward on to the front wheel, the grind of brakes,  skid marks. But would the skids be pink or blue?

There's a lot going on in this scene and it comes together surprisingly well for such a simple concept. Perfect mix of TLC and rapid prototyping. I love how physical the interaction is: picking up a stick, poking the bag to get a marshmallow, bringing it close to the fire gingerly just like you would at a real campfire, bringing the (in my case often flamingly singed) mallow to my face to taste the results. Best I got was, "That's pretty good." Don't know if I could have done better, but that was a welcome improvement over half-a-bag's worth of "Is that even roasted?" and "Yech!" Great ambient scene, complete in what it is. I'd love to see more game--something more to be done with those flaming marshmallow bombs, perhaps...