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Mission Completed :D

Absolute masterpiece of a game. Stunts should be ashamed of how terrible a game they made, this one is better in every aspect. The developers created a sequel truly worthy of the name "Stunts Dvojka." I just hope they add some high-speed maps, so I don’t have to press S to slow down every five seconds. Overall, I wish I could make such a great game, maybe in another lifetime.

   I quite enjoyed this game, though it DEFINITELY isn't without its flaws.
 I'll start off by praising the mechanics and programming, the driving (for the most part) works well and the map editor and ghost racers are quite impressive. I was pleasantly surprised by the controller support too, the character is able to move in all 360 degrees, though the speed on which you move at doesnt change with how far you push the analog stick, which is pretty important for a racing game I'd say.
  Where this game shows it's flaws is around the presentation and mechanics outside of the racing.

  The  presentation is REALLY underdeveloped, there is a very loose idea of it, but not enough to properly get across to the player. I'll always preach the importance of presentation and style, since it's the first thing the player will notice, and can make the game feel radically different even if the gameplay is the same just with a different look.
  The ragdoll is fun and goofy, though I don't like how the upper body tends to disconnect from the lower body which looks super strange. I'd also like to see the lower body properly sat in the car since that likes to exit out of it, having it just flail its arms around and a bit of the torso and head would be more charming too. The character should probably have more of a distinct look or more options for cutomization, just so it isn't super boring.

 The UI is clunky to nagivate, with almost no visual flair. What jumped out at me is when you're playing the prebuilt levels, there is no way to continue to the next, you have to exit out the menu to nagivate back into level select, which is made even harded by the levels not having names and not saying your time or if you've even completed it. The multiplayer and singleplayer modes being seperated is completely redundant, due to them using the exact same levels. Condencing it to a single "Campaign" mode would make much more sense, With player 2 being able to join in the lobby by just pressing start or whatever button you want it to be. Speaking of the lobby, having the car select be seperate from the main lobby is redundant. You can still keep the sort of free movement, just make the car select be the whole lobby, maybe having to actually hop in your car to confirm your selection would be cool. Last thing is that the Level Editor just uses stock images which looks super cheap, the walls also lack proper images.
Navigating this UI with a control is awful, I don't know why Unity does this with its default settings for buttons, but the change in color is virtually impossible to see so it makes navigating confusing.
In the pause menu, it sometimes decides not to work with a controller for some reason.

  I'll end this off with the gameplay, which for the most part is good, but with a few key flaws. I mostly noticed issues with the prebuilt levels with the difficulty being extremely inconsistent. Most egregious is the 3rd level, with it literally just being a straight line and a single 90 degree turn. The 4th levels ghost is also just in the sky for some odd reason, in the same level you can just drive on the grass to perform a shortcut which just doesn't feel right cause its not telegraphed like an intentional shortcut, but you also arent abusing the games physics and rules to get the outcome that you want. I get that these levels aren't supposed to be the main focus of the game, but you cant build a community whos willing to make their own levels without having anything good to show as to what you can do with it.
More general issues are that touching the grass doesn't give you an immediate game over, you have to pause the game and restart which is clunky. Another big one is with the small walls. it feels far too punishing for over or understeering. I'd like to see more development on the drifting mechanic, racing games generally tend to make this mechanic more complicated when it's present. Most common is some kind of boost or score functionality in this more arcade style.

  I know I may have seemed harsh but thats because I can see potential in this idea, it's just that it needs a lot of work.  Also it's easier to write about things you don't like than things you do.
  I tried to say different things from Palo, going more into the bigger picture than specific issues.
Wishing the best of luck with this project!

(4 edits)

  • Why are there only 2 models of cars? Wait, no, its only 1 model with a different color. It would tickle me pink if there was a banana car in the game or something goofy like that. But thats just me. Add whatever silly car you would like. Cosmetic microtransactions, yay!

    since there are only 3 names in the Credits, why do you need a scrollbar to view the last one? Cany you just make the window that shows them taller?
  • its not written ANYWHERE that you can rotate things in the map editor by pressing R
  • the roads in the level editor are all white. It makes them a) boring but, more importantly b) difficult to decipher. Like, when I look at a road from certain angles, the sun is hitting it directly, so I cannot even make out the subtle walls that are on the sides of the road. What Im tryna say is I cant see which way the road is rotated cos the side walls and the road are all the same color.
  • When changing layers, why does the grid move? It would be useful to know how a tile on layer 5 'projects' onto the layers below it
  • When placing the car in order to  test it, its white. So when im placing it on a WHITE ROAD, i cant even see the car.
  • CTRL + Z would be awesome in the map editor
  • The level naming menu s very confusing. Why does it say 'Map Library'? Like, no library is showing anywhere. Also, why is there a File display input?? From my experience with other programs, when i click 'Save', it just asks me for a name and a location where to say + a confirm and a cancel button. Nothing less, nothing more. This UI, on the other hand, is really confusing.
  • Load Map is a button. Im used to buttons changing color when i hover over them.
  • When I clicked Load Map, I had to look for the folder where the map is saved. Like, ok, whatever. But how was I supposed to know, where to look for the folder with the maps? It would have been nice, if, while saving the map, it would have told me 'your map was saved to location X and Y'. Or maybe, if you click Load Map, it automatically opens the folder where maps are saved.
  • The visual side of the game is boring. No hills. No trees. DISGUSTING DEFAULT UNITY SKYBOX. I WANT TO POKE MY EYES OUT WITH A RUSTY METAL SPOON. I HATE DEFAULT UNITY SKYBOX!!!!!
  • Also, when I click 'Save Map', apps and games usually give you reassuring feedback, such as 'Level {levelName} saved succesfully to {saveLocation}.' This feedback is really important to the user, because without it, they are unsure whether the map got actually saved, or if a bug ocurred and therefore the save didnt happen.
  • Main Menu is gray and boring. Though  the ragdoll guy is funny.It would be hilarious if you could like click on him or drag his body parts, much like what you can do in superSuper Mario 64, I think. There, you have a big mario face in the main menu and you can actually grab and manipulate his nose. Its really satisfying. So yeah, just being able to  torture the little orange ragdol man in the main menu would put a smile on my face :)
  • Man, I wish that the pre-made levels in the level select would have more creative names and that also there was a picture that showed what the level looked like. If ONLY the levels were saved in the JSON format so tha you could store IMAGES in them as so called BASE64 STRINGS, so you could load those images and display them. Sigh, if only that were possible.. Also, if only it were possible to create such an image by creating a SECOND CAMERA in the map editor, that would RENDER to a RENDER TEXTURE, that you could then CONVERT into a BASE64 STRING so that you could also put it into the JSON file of the saved level. Sighh.......
  • Why cant i press ESC when playing solo and joining via the character tied to they key 8? Idk, one of those two.. This made me really angry cos I had to restard the whole game.
  • Man I wish things had textures, I personally dont like low poly graphics that do not have textures. If ONLY there was a CAPABLE 3D MODELLER working on a diCHROMAfferent project who has nothing to do so he could HELP you guys with THOSE TEXTURELESS 3D MODELS.
  • I feel like the map editor UI, where you select tiles, is just too big. Like, playing the game on full screen is like, 'those tiles in the ui could be smaller and they would still be large enough'.. although, they do need a visual overhaul because they're just.. white.






  • Overall fellas, this game is fire! Like, I know it may seem that I severly dissed you in the wall of text above, but you gotta understand, it's because I want this game to be EPIC.
  • You dont need to repeat yourself saying that there are no textures, 2 times (technically 3) :) They are WIP(almost done) not yet in the game.
  • In controls there is going to be a new window for Map Editor keybinds
  • When you save a level it shows where it was saved in new update
  • As for the car, there will be just one model in the f2p version, however players will have access to all skins on that car. In the p2w version, there will be multiple more models, which will be driven differently with their own campaigns.
  • Since the tiles will have textures really soon, The "white" (transparent grey) is okay
  • Making the "pre-made levels UI better" is not important enough to be a main problem. As its a low priority AND Its on the visual side not the technical side which is more far more important. 
  • We gotta agree, whats a beatiful game where you cant even do anything?

Personally, I dont care whether you diss us or not as long as its a viable 'n usable feedback