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Follow the green indicator which shows the next checkpoint.  Stay inside the checkpoints to collect them. Get cash, upgrade your vehicle and restart for the next drive!

Inputs:

  • Your only input is Left-Right and use Turbo. 
  • Keyboard: Arrow keys or (A-D) keys for navigation. Left Ctrl or Space for Turbo.
  • Gamepad: Left-Right buttons or Analog stick for nav. Button A for Turbo. 
  • Game has gamepad support but you still need mouse  for menu navigation.

InsertCoin Games

StatusReleased
PlatformsWindows, HTML5
Rating
(8)
Authortesla
GenreRacing
Made withUnity
TagsRetro, Synthwave
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Gamepad (any)
AccessibilityHigh-contrast
LinksBlog

Download

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Click download now to get access to the following files:

SuperRetroChase_win64.zip 63 MB

Comments

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Hi! I was wondering if it would be cool with you if your game ended up in Flashpoint. Flashpoint is basically an online game archive/museum with the main focus being on archiving Flash games, but other technologies are supported. If not, I won't waste anymore of your time but if you are, you can read more at:
http://www.bluemaxima.org/flashpoint

Thank you for your time!

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Yea, it would be cool. :)

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Thank you! I submitted it to Flashpoint! :)

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be careful using music ressembling queen music you could get into trouble. Otherwise i love the game and aesthetics. It's a bit anoying when you get wrecked by a car that was offscreen. Suggestion: add a handbrake. Great game!

Really fun! Reminded me a lot of "Skidmarks" on the Amiga. I couldn't get more than 8 checkpoints, but it felt like a game where you could still improve with practice. (Up to a point; eventually pursuers hitting you out of nowhere at Mach 10 is pretty much just random.)

A few suggestions:

  • Second earlier comment about steering, and what I really wanted was braking and manual acceleration. I appreciate that this is a deliberate constraint, but doing the checkpoint-to-checkpoint run in less than 12 standard parsecs is kind of useless if you then have to spend 30 seconds doing donuts before you can stay in the circle.
  • It wasn't clear to me what the checkpoint rule was; is it uninterrupted time or total time that counts?
  • The damage effect felt constant - you took the same amount whether nudging someone in a slow turn or in a full-speed head-on collision. Maybe misinterpreting though.
  • Feels like it would benefit from a visual cue with a bit more oomph when you die.
  • "PRESS ACTION TO START"? You don't say what the ACTION key is!

* As long as you stay in the circle it fills the bar (the flag turns to green) and the moment you left the circle it starts to decay. I agree these should be more obvious. 

* Damage is calculated with the collision magnitude with some minimum and maximum caps. 

* Still missing lots of feedback and juice. Death animation is one of them. Your 4 wheels dismantle when you die but still not very obvious, because they are so small. 

* ACTION is Ctrl or Space in keyboard, and A button or button number 1 in gamepads. I always confuse what to write there, too many things to write in a limited area :D 

Thanks for the suggestions, it is hard to come up with these on my own. 

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On the first point, one idea might be to make the first checkpoint a "freebie" (no pursuers yet) so that new players can get the hang of checkpoint rules, reward collection etc  before pursuers start slamming into them.

Excellent idea.

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Awesome! I liked the controls; the precision required to reach a checkpoint feels just fine. When there are too many cars chasing down on you, the sirens tend to get loud & hearing too many sirens at the same time is somewhat distracting. Keep up the great work!

They should be capped yes. :)

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Love the graphics, love the feel, love the concept. Would be great on mobile.

I've got a minor complaint:

I had trouble steering left and right, which I guess is intentional, because it adds quite a bit challenge. Although it could be nice to upgrade the steering, to be able to turn your car quicker. Especially when you upgrade your speed and other stuff, I found it very hard to even stick to the checkpoint circle.

Good point. I was also thinking that but I forgot at some point.  The next update would be about steering stuff.  ;)  Thank you man.