Deliver At All Costs

Deliver At All Costs

View Stats:
Car physics/inertia
Played the demo on my Ally X, so using a gamepad.

Though I enjoyed the game overall, steering and driving feel is WAY too light and the car has no weight to it. You go from forward to reverse with 0 inertia which feels very wrong.

Another problem I have is the deliveries are easy to do if you just drive slowly, and there seems not to be any incentive to be quick about them.

Currently, the car physics aren't fun for me because it feels more like you're controlling a Hot Wheels with your hand than actual driving, if that makes sense. You can make a truck full stop and reverse at full speed 0.1 seconds later. It's such a weird feel.
Originally posted by Far Out Games:
This topic is fascinating to me, since I was the one who worked on the player car. It’s fascinating because of the huge range of different opinions on the matter, but I totally get where you're coming from.

My goal with the car was to make it easy and fun to drive. I find that cars in games are usually too stiff and frustrating to control, and I didn’t want people to think, “Oh, I don’t like this game because I don’t like car games.” I wanted that arcadey feel from the '90s and 2000s - think GTA 1 & 2, The Simpsons: Hit & Run, Crazy Taxi, etc.

I understand that there are a lot of driving game fans who want more realistic vehicle handling. For those players, I’d recommend trying out more vehicles in the game, they do handle a bit differently, so you might find a few you enjoy.

Anyhow, I already have a note of this feedback from previous threads here on the Steam discussion board. I think there might be a way to improve it for players like you, at least a bit. There's a multiplier on the analog stick, so the full range of the analog stick isn’t used to make the car more snappy. I think if we had an option in the settings to disable this, it might be closer to how you want the car to feel.

If the game is successful, we might be able to add this as an option.

Daniel Nielsen
Game Director
Far Out Games
< >
Showing 1-4 of 4 comments
✪Ren Apr 16 @ 11:13am 
No doubt there will be deliveries with timers, probably most of them.
And yeah I agree about physics of a car, its already decent, but a little bit too arcady. Would love to see some inertia to feel weight of a cars as well.

PS. To be able to scroll camera freely is also a must have. On high speed its not always easy to react with present camera distancing. No doubt it will hit the performance tho.
Last edited by ✪Ren; Apr 16 @ 11:17am
Saw this and went to download the demo, played it, and I have to say my opinion, I think the controls and physics of the car fit the game perfectly, you can't see too far ahead so being able to stop quickly is a must. In fact, I love every single thing about this game, especially the humor/writing, easiest pre purchase I'll ever make (if the wife allows me)
A developer of this app has indicated that this post answers the original topic.
Far Out Games  [developer] Apr 21 @ 8:04am 
This topic is fascinating to me, since I was the one who worked on the player car. It’s fascinating because of the huge range of different opinions on the matter, but I totally get where you're coming from.

My goal with the car was to make it easy and fun to drive. I find that cars in games are usually too stiff and frustrating to control, and I didn’t want people to think, “Oh, I don’t like this game because I don’t like car games.” I wanted that arcadey feel from the '90s and 2000s - think GTA 1 & 2, The Simpsons: Hit & Run, Crazy Taxi, etc.

I understand that there are a lot of driving game fans who want more realistic vehicle handling. For those players, I’d recommend trying out more vehicles in the game, they do handle a bit differently, so you might find a few you enjoy.

Anyhow, I already have a note of this feedback from previous threads here on the Steam discussion board. I think there might be a way to improve it for players like you, at least a bit. There's a multiplier on the analog stick, so the full range of the analog stick isn’t used to make the car more snappy. I think if we had an option in the settings to disable this, it might be closer to how you want the car to feel.

If the game is successful, we might be able to add this as an option.

Daniel Nielsen
Game Director
Far Out Games
Originally posted by Far Out Games:
This topic is fascinating to me, since I was the one who worked on the player car. It’s fascinating because of the huge range of different opinions on the matter, but I totally get where you're coming from.

My goal with the car was to make it easy and fun to drive. I find that cars in games are usually too stiff and frustrating to control, and I didn’t want people to think, “Oh, I don’t like this game because I don’t like car games.” I wanted that arcadey feel from the '90s and 2000s - think GTA 1 & 2, The Simpsons: Hit & Run, Crazy Taxi, etc.

I understand that there are a lot of driving game fans who want more realistic vehicle handling. For those players, I’d recommend trying out more vehicles in the game, they do handle a bit differently, so you might find a few you enjoy.

Anyhow, I already have a note of this feedback from previous threads here on the Steam discussion board. I think there might be a way to improve it for players like you, at least a bit. There's a multiplier on the analog stick, so the full range of the analog stick isn’t used to make the car more snappy. I think if we had an option in the settings to disable this, it might be closer to how you want the car to feel.

If the game is successful, we might be able to add this as an option.

Daniel Nielsen
Game Director
Far Out Games
I think you nailed it personally, car felt very natural to just drive around and controlled well.
< >
Showing 1-4 of 4 comments
Per page: 1530 50