I’m working on a mobile racing game on my own (as usual) and I’d like your feedback on it from the video. I know you can’t play it but I’m still interested in your opinions.
Yes the models are purchased assets, I’ve not had time to customise them yet.
The plan is to have multi car races with weapons, races with no weapons, time trial mode and a free roam mode where you can collect ‘stuff’ hidden in the level. The cars suspension etc will be customisable too.
Looks REALLY good for one person, can’t wait to see where it goes . However, I think you should make the gas and brake pedals different from each other, however.
It looks pretty good! I like the graphics and style.
Just a couple of thoughts…
It seems a bit too easy to take other cars out just by bumping into them. IRL, if you were to hit an armored car, you wouldn’t expect it to just spin out. The cars need to be more resilient!
The vehicles seem like they need more weight. Using the armored car example again, if it were to go up and over the crest of a hill, you wouldn’t expect so much air time.
Nice start. It’s looking fun to play already. I take it you will be giving indication of where to go on the track and all that. Are you going to have some sort of sliding from the vehicles when you corner too fast?
Thanks, that’s the plan! I’m thinking of doing a kickstarter to fund buying Unity Pro iOS Pro. The demo (which i’m using now) has made the performance greater with static batching.
Looks cool, the road/scene seems a little dark for me, like makes it harder to see where you’re going? Also a lot of screen real-estate is taken up with the car itself and yet when you’re driving straight there is very little changing in that area of the screen… could you maybe add a waving flag or something to the back of the vehicle?
It’s kind of a pity that iOs/mobile games predominantly shifted to the 99 cent model and pretty much stuck there. Games that on the desktop would fetch perhaps $10-$20 or more as a reasonable asking price can only fetch less than a dollar. Yet people expect almost as much in terms of quality and quantity of content. But I suppose this is really why many developers have been more or less forced to go toward the free-to-play + in-game-payments model as a workaround. … quite possibly that model might not have taken such a strong foothold if it weren’t for the extremely low entry pricing.
I do wonder though if, with the introduction of some bigger companies charging $10-$20 per mobile title, and more people starting to entertain $1.99/$2.99 price points, if there might soon be a shift toward a higher price bracket, or set of brackets … but it might take some years to chip away at the 99c perception… which the workaround of free-to-play is working to reduce, not increase. Maybe in that sense free-to-play is not a solution but just the introduction of another problem?
There are some games that are priced at 6.99 (minecraft) for example and activision is going to be selling one of its OIS games for $50. Now maybe if alot of us developers started raising our games to $10 in the store it could do some good.
i love how the colors seems to come from one color chart, everything blends togather nicely, although the difference in quality between the cars the envirement is quite noticeable , although i don’t know if you even want to mess with that considering your targeting mobile.
I would just reiterate that it seems to be too dark. I actually watched the video again and it seems like there are multiple paths (but how do you know which way to go).