This game is SO FUN. This might be a dumb question, but is there any benefit to going faster? It seems like the only real point right now is when you have to race against another car occasionally (and because it's just more exciting to go really fast ) but since you're raising the risk factor by driving faster there should be some sort of benefit like earning additional points or a combo meter or something. Anyhoo, just wondering, love the game tons anyway
Yeah also enjoying the game but wondering the same. I can get much higher scores in the school bus as it is slower and can take a few guys than the smaller faster cars which take just one.
Not a fan of f2p and would have missed this gem... Love you .99 - 2.99 range for purchasing a car which supposedly makes the game premium... If so, great idea and total fan of this model. Hoping unfit continued upgrades and keeping the iap without any other requirement to remain premium with a car purchase via iap,
This game is amazing but I there should be more of an incentive to drive faster. How about a stacking score multiplier for the longer you're speeding? That would be a great risk/reward.
Omg the school bus "horn" lol. I'm in love with this game. One the App Store greats. For real. I hope it's never ruined by bs like revives through ads or consumable power ups.
Hey! boosting boosts your speed AND also your score - not just the natural rate of increase, but also applies a + multiplier per speed tier - the higher your boost speed tier, the more score you'll rack up. Obviously there's a risk/reward associated to this as boosting inherently makes the game hard - think fast! travis @dumplingdesign
Devs, Is there any chance you can add a control scheme to tap left and right instead of swipe? I'm much rather tap. I purchased a car to get rid of the ads and show support. Billy
Just posted something on this below There is a bunch more depth to boosting & scoring than simply going faster (see below). Also note that the advantage varies between the car classes. All of the car are categorised into a bunch of play-types, each with subtle pros/cons to playing & scoring. For instance Fast-Types have hype speed with great boosting bonus, but can only take 1-hit, requiring crazy reflexes. Whereas Heavy-Types can take multiple hits, but reward a much lower boost bonus. The aim was to have cars 'play as expected', allowing players to concentre on they like to play, rather than mastering a 'win car' - for the record, there is no 'win car' We intentionally hid this detail so that players would discover & share, like we used to back in arcade days - so it's great to see players scratching away at the surface! Hopefully I'll try to pull together and share some protip vines to help reveal some of this stuff. travis @dumplingdesign
Hey, I've popped 'tap control' on the list of something to try - we haven't been back to that control scheme in a while! - we'll see how it goes and keep you updated. Me and Brent have a bunch of tweaks and refinements we'd like to make in the next content update, landing around late Jan atm. travis @dumplingdesign
It's good to see an active dev here . +1 for tapping # Hmm, it now keeps saying: Score to beat: 250. Rank C:???? I don't get it. I already scored 250 points multiple times, even in a rank C car. It keeps popping up?
Just posted something on this below There is a bunch more depth to boosting & scoring than simply going faster (see below). Also note that the advantage varies between the car classes. All of the car are categorised into a bunch of play-types, each with subtle pros/cons to playing & scoring. For instance Fast-Types have hype speed with great boosting bonus, but can only take 1-hit, requiring crazy reflexes. Whereas Heavy-Types can take multiple hits, but reward a much lower boost bonus. The aim was to have cars 'play as expected', allowing players to concentre on they like to play, rather than mastering a 'win car' - for the record, there is no 'win car' We intentionally hid this detail so that players would discover & share, like we used to back in arcade days - so it's great to see players scratching away at the surface! Hopefully I'll try to pull together and share some protip vines to help reveal some of this stuff. travis @dumplingdesign
it looks like that is the 'offline rival prompt' (even when not on GC we like to give you targets to beat) - can you confirm what your best score is (on the results screen, after crashing), and that you are signed into GC. travis @dumpling
Please, please, please never change the core gameplay. One thing I hope for in future updates is more soundtracks. What's on offer is outstandingly great (I haven't tired of it and don't think I will), but I would love more, more, more. Secondly, the announcer is fantastic. Would be great to hear even more quips from her. Ooh, one thing I love A LOT is how quickly the game reloads- it's damn near instantaneous. None of that 3-2-1... No waiting for the game to load, no obnoxious Game Center banners every time i quit out and come back into gameplay. This is just a really awesome people/time-friendly effort. I salute you, Dumpling. Dumpling... everything about this product screams HAPPINESS.
I feel your pain. I'm at 9.2 and still have it. GC doesn't even try anymore. Downloaded this because of Jared's post on the front. Definitely a lot of fun. Good work!
This! The announcer really shines on this game! She's fun, cheeky, sexy! Great job, guys! (I could swear she says "yeckpoint"?) Also love the instant restart.. and if you do it quick enough you can pass by your own (previous) crash. Epic stuff!