We submitted a demo of the game to IndieCade for an upcoming IndieCade Festival and unfortunately didn’t make it. 😦
All is not lost though! We received some really great feedback and have since released a new demo taking the feedback into consideration. We thought we would share the feedback in it’s raw form and then what we did to try and respond to that feedback.
The concept is solid as a multiplayer game, and a stands out a little (while there are plenty of chaotically fun local mutilplayer game, car-physics soccer is a least a little different, and cool). However the controls, specifically the car physics, while intended to be awkward, are effectively unusable w/intention – they accelerate so slowly, have such a high speed, and slow turns speed, but also lose control at the slightest collision, so scoring feels random because it often occurs by accident and not through player directed action. Making the game feel more like work, trying to swim upstream to control your car. It also feels like perhaps some deviation from basic soccer rules could be used in combination with the awkward physics to improve that, but other than the power ups that is an under explored area. Having a large number of local players through methods like using smartphones is a great idea, although the visuals also make it very very hard to distinguish your car (even with the show car marker functionality, which didn’t seem to work consistently).
Super Truckin’ is a fun idea but I think it needs a little more work to get it into a more solid space. The controls feel a little too loose, with vehicles a little slow to respond, they feel sluggish and heavy with very wide turns. A reverse function would be very nice. The AI when we played two players with two AIs seems to be scoring against their own teams. The music is fun but gets pretty repetitive. With sharper controls I think this game could be a lot of fun, it would feel like you had more direct control and thus could actually impact what was happening, as it is it feels like it’s more luck than skill if the ball goes into the goal.
The core concept of the game is solid if slightly straightforward but there were problems in the execution. We were told that it could use mobile devices as an input but this didn’t add much as we chose to play on controllers for better response time and accuracy. My biggest problem in game was how difficult it was for players to exert any kind of meaningful agency on the game especially in matches with larger team sizes. The players car was very difficult to control and often overshot its target or was hit by an unavoidable collision. I think you could learn a lot from Fifa and the upcoming rocket league in terms of adding responsiveness and exciting meaningful options to the player’s controls.
The items we decided to tackle in this new release are below. We do plan on tackling more items in the next demo but these were the ones we felt were common amongst the three and were quickest to handle.
- Improved speed and maneuverability
- This was something we had grown accustom to as we played the game, but as soon as we got the player feedback we went back and revisited the fundamentals and new we had to address it. The cars now accelerate much ffaster and turn much quicker. It may not be perfect yet but it is much better. Check it out and let us know what other tweaks you might want.
- More Predictable Ball Handling
- This was already in progress by the time we received the IndieCade feedback but it was good to know we were working on something that others noticed. Previously the cars had a top and bottom collider, but after playing Rocket League and realizing that the ball didn’t always collide directly with the car – we decided to switch our colliders from two box colliders to a capsule collider. This little change did the trick and the ball now gets hit and goes in the direction you were trying. Much more rewarding experience.