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Fast and Chairious BETA

Fast and Chairious BETA

por HectorFV
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Fast and Chairious BETA

Valoración:
2.8
Lanzamiento: May 05, 2017
Última actualización: May 09, 2017
Desarrollador: HectorFV

Etiquetas para Fast and Chairious BETA

Descripción

El objetivo es realizar acrobacias increíbles mientras surcas el cielo en tu confiable silla de escritorio. Cada salto exitoso te da dinero y experiencia que puedes usar para mejorar tu silla y aprender nuevos movimientos especiales. Desbloquea logros para obtener bonificaciones y avanzar mucho más rápido. Este juego está fuertemente inspirado en otros juegos de lanzamiento como Shopping Cart Hero y Learn to Fly. Esta es una versión beta; la versión final incluirá música, sonido, voces y gráficos totalmente coloreados. Si tienes comentarios extensos que no caben en un comentario, puedes escribir en "este foro":http://www.kongregate.com/forums/4-game-programming/topics/750652-2017-challenge-fast-and-chairious

Cómo jugar

Presiona la flecha derecha para empezar a moverte, presiona arriba al pasar las banderas mientras bajas, haz acrobacias y prepárate para aterrizar. Puedes personalizar los controles en la sección de configuración.

Comentarios

0/1000
HectorFV avatar

HectorFV

May. 07, 2017

5
0

Hello player! Please write a comment before you leave, I want to know your opinion. What made you quit or what made you stay for a while. This is a work in progress and your feedback is very important at this stage. I'm constantly making changes to improve your experience.

KidA1515 avatar

KidA1515

May. 08, 2017

2
0

It's essentially the same game as shopping cart hero, except that progression is very slow. I can barely get to 5/100 meters, and I'm only in the air for a split second. I'm making so little money per jump that it will take forever to afford meaningful upgrades (if there are any).

HectorFV
HectorFV Desarrollador

Actually you can progress a lot faster than in SCH; is just that the progression is planned around performing moves, not height and distance. Upgrades make a huge difference as you get more, since they increase the time exponentially, not arithmetically. I'll be playing with values until I found what players feel more satisfying, finding the perfect balance it's a bit tricky. Thanks for sharing.

sgibson12 avatar

sgibson12

May. 07, 2017

1
0

like the concept. Going to play through it a bit more. Might be a while before I get to stay up in the air a bit longer though.

HectorFV
HectorFV Desarrollador

Performing moves drastically increases the earnings, allowing you to acquire upgrades a lot faster.

sgibson12 avatar

sgibson12

May. 07, 2017

1
0

it looks like there's supposed to be sound, but I don't have any...

HectorFV
HectorFV Desarrollador

There is not sound yet, I should write a warning on the settings section to avoid confusion.

sgibson12 avatar

sgibson12

May. 08, 2017

4
1

I played until I got all the upgrades. I didn't get the last two moves though.

It doesn't look like it's possible to get anywhere near the top achievements. max moves, or the max height or max distance, or rotate 8 times without touching the ground. Maybe I'm doing it wrong or need to get a perfect launch combined with better use of the propulsion system. I think all the upgrades need to be better so you can go higher, farther, and spin faster. This includes what you start with as it was a bit of a slow start. Took me a while to be able to do one move at all. Maybe another helpful upgrade is the ability to guarantee you'll get a perfect every time. It could be the last upgrade, for like 100k so then the player has a better chance to get the rest of the achievements. Anyway, I played it until I didn't think I could play it anymore. Fun game.

HectorFV
HectorFV Desarrollador

All achievements are currently obtainable; that might change when I start messing with the values to adjust the progression curve. A perfect start is not required for the most part, is mostly about making the most out of the propulsion system. Performing moves is what help the most to make money out of the jumps, but I think they are not been presented properly. I'll try to make a few changes to guide the player in that direction. About the perfect start, I think it should be the other way around, if I give that to the player I'm cutting a part of the gameplay. Instead, it should have a bigger impact and be more interactive. An alternative could be using one charge of the turbine, getting a similar effect, but not counting for the perfect start achievement.