Aero GPX

Aero GPX

Feedback thoughts
AI balance: I don't want extreme rubber-banding in racing games, but really in this, if you eat the wall or get knocked during a jump you crash and from there that race is almost irrecoverable - even in standard mode. Mariokart would throw you a golden mushroom at that point, or some games would adjust the other racers to make catching up plausible.
Health+Boost: mixed feelings on this. I've not taken enough damage for my health to mean anything after running through the grand prix twice. So what's the point? Should you have the health and boost combined? I don't know. Maybe I wider assortment of weaponry to make it more worthwhile. Or more aggressive characters who really try for a bump even if it ruins their racing line?
Speed: does feel good and fast, though perhaps the cooldown on boost is a little slow. You could stack the boosts - lose the boost bar it really fast, but also go really fast for a little while.
Track designs: perhaps try some branching tracks? Another thing that's missing otherwise is silliness? or .. eye-catching things? All the tracks are just sort of neonish futurespaces that don't really have a great deal of character, except for the
Cylinder track: fantastic design. Well implemented. Lots of fun. Not every track can be a big concept, but I think some weird stuff would be fun. How about a track that's just a massive sphere with gullies that cut through it? Perhaps some more dynamic obstacles?

Overall I think there's promise and it's a fun early demo. That FZero vibe is definitely there without being totally derivative.
Look forward to how it keeps shaping up. Good luck.
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YinYin Jun 13, 2024 @ 11:01pm 
Originally posted by Bobbin Threadbare:
AI balance: I don't want extreme rubber-banding in racing games, but really in this, if you eat the wall or get knocked during a jump you crash and from there that race is almost irrecoverable - even in standard mode.
So, the game is balanced in a way that expert can be beaten without any advanced techniques: https://www.youtube.com/watch?v=RRUK_H6qENM

And if you add some of the advanced techniques to the mix it is also possible to catch up very easily. Drill dives being the simplest and most rewarding one. (there is a dedicated button to hold while you are in the air, but not in a slipstream)

I do think rubber banding is already a thing and if not, planned in part to always keep a race exciting. (negative only - as in always making it possible for you to catch up)

Originally posted by Bobbin Threadbare:
Health+Boost: mixed feelings on this. I've not taken enough damage for my health to mean anything after running through the grand prix twice. So what's the point? Should you have the health and boost combined? I don't know. Maybe I wider assortment of weaponry to make it more worthwhile. Or more aggressive characters who really try for a bump even if it ruins their racing line?
I listed some reasons for the split here: https://steamcommunity.com/app/2160360/discussions/0/4331980200221889065/#c4331980200222355177

As per store page, your machine will remain your only weapon. And some opponents will be more aggressive in the future.
Last edited by YinYin; Jun 14, 2024 @ 4:29am
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