I would just like to see harder obstacles for more experienced players and longer ones at that. I enjoy the longer maps on Exit Path, but there aren't many.
Yes definately. The game would be so much better if it had 20 marathon-esque stages instead of stuff like zipper which is really just walking and occasional jumping <_<
Mind explaining it?
I'll just be cheap and link Wiki It basically means that behind a moving object, there is less wind pressure (aerodynamics are funny that way) and because of that you can utilise higher speeds (Random sidenote: It's also in Mario Kart ;P. If you drive very close behind another player you get a speed boost which is enough to race past them).
Here's a way you could implement it into the game: When you run very close to another player your flow bar fills faster than normal. So in a close race you could intentionally slow down a bit to gather more flow for the finish.
hey what do you think about an icy floor to make it slippery espacially when you need to move backward and farward. i guess it sounds pretty lame but i think it can be worked out to be something better??
Honestly I like the idea.Even though it IS a racing game, I think there should be more platforming sections to take advantage of the unique side-scroller perspective of the game. Small and icy platforms might make for some challenging stages.
Let me rephrase: Playing Exit Path just for racing isn't very enjoyable to me.
mkay. I'll grant you your opinion even though mine kinda differs.
Comparing a Flash Game to a Video Game isn't logical.
Keep in mind that Flash is just another programming language so this distinction is kind of nonsensical. Yes, flash based games are simpler for the most part but that doesn't mean you CAN'T make complex games with flash (Sonny 2 and Battle Fantasy 3 come to mind).
Besides,
Every game ever made is a video game if it runs on a computer, handheld or console. It's like saying Halo 3 is not a video game because it's a 360 game or Minecraft is not a video game because it's a java game.
You're comparing something so simple such as Exit Path to a complex game such as Mario Kart.
Mario Kart is far from "complex". Admittedly it is moreso than Exit Path but it's still very basic. What it DOES have is more mechanics to keep the gameplay from becoming stale. But to make it a little more fair let's take the original Super Mario Kart for comparison, which does little more in complexity than Exit Path does.
Sure they still have different perspectives (sidescroller vs. normal racing view) but by comparing those different styles can give you unique ideas. What I'm saying is this: What unique mechanics can Exit Path use by being a sidescrolling-racing game instead of a traditional one like Mario Kart (ergo what can be added to make it even more unique) ? You could use a different angle for the Mortal Kombat example of course
Yes, however, John said in the Exit Path Idea thread on Get Satisfaction or the General Exit Path Discussion on here that he wanted to keep the game as simple as possible instead of adding all these complex things that are made for bigger games.
I realise that of course. But it seems far more interesting to speculate things like this instead of reading the 50th post just repeating "LOL Level Editor" instead of elaborating or finding new ideas.
Besides I'm not asking for a huge epic changes. I'd like more variety in gameplay that helps the racing part as well as the platformer parts of the game.
Well then, I don't know what he means by that
It's a very general statement to be sure. "Interacting with the game" can mean pretty much everything (like trampolines and saws found in the first game). I'd go so far as to say that every action you can do (even flow and jumping) can be called "Interaction with the game".
I think the slopes are a step in the right direction if used properly.
really do wonder when he'll be finished with it all so that he could send out Beta invites then I really want to know when the game will actually be up for everybody to play.
He said back on March 30th that he's still finalising the main game assets and multiplayer backend stuff. Since I have no idea how fast and/or frequent he can work on the game it's hard to estimate when the invites will be sent out.
At the very least it's safe to say we won't get those invites until those two things are done ;P