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I like that game. Turn-based racing is an interesting concept to me and this game enhances it with the boosts from Match3. The Match3 part isn't as fun, but it has its place there because it generates turns and boosts.

The Match3 part needs to be redesigned, because some symbols are hard to distinguish, especially the flags. The game needs multi-lap races, otherwise, there is no point in that the track is a circuit. It needs also more tracks, larger tracks, and better opponents; the hard one wasn't hard IMO. If you create a game that is like this but larger, I will play it.

This is actually a pretty cool game! I am starting to grasp what all the stats (sort of mean), but wish there was some clarity over this. Maybe it is deliberate, so that it feels like actually driving a car at high speeds with some level of uncertainty.

I think that the car can be driven with a lot of certainty. The driving is on a coarse grid with the speed on each axis independent, so it's quite easy to calculate the stopping distance on each axis and the optimal trajectory in the next few turns.

That's in contrast with a turn-based racing game not on a coarse grid, like Turn Based Racing, which is much harder because counting squares isn't possible and the shape of the possible positions in the next turn is quite irregular there.