A downloadable game for Windows and Linux

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Is it complete and polished - nope, Is it driveable and fun - f*yea!
Jump over the crests and power-slide you car through 'S-turns'.

Arrow keys + Space for car control.
Restart game: Enter
Exit: ESC

While developing RollHill [twitter], the urge to upscale one work in progress track and play around with Unity's Standard Assets Car Example became irresistible. We did change the car a little, it's now more buggy/rally than a race car.

More information

Published Dec 16, 2016
StatusPrototype
PlatformsWindows, Linux
Rating
(1)
Authorsmindboiler, Imants Berzins
GenreSports
TagsDriving, Physics, Racing, rally
Average sessionA few minutes
InputsKeyboard, Gamepad (any)

Download

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Click download now to get access to the following files:

WildApexRally-Windows-x86-64.zip 20 MB
WildApexRally-Windows-x86.zip 19 MB
WildApexRally-Linux-Universal.zip 32 MB

Comments

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please add support for mac too please (my secondary computer)

Awesome! thanks for controller support too

Hi! I'm glad you enjoyed this, err.. demo. I will work on controller support more. For now it's Unitys defaults.
What controller/profiler/schemes did you use?

I use a afterglow Xbox 360 USB controller which uses the left controll stic

Very nice start!

Thanks for a word(view?) out and good luck with your gameplay/review channel.

BTW - in case some of you wonder.

00:01:17 - Start to arc (uphill)
00:01:06 - Arc to Start (downhill)
00:02:08 - Full Run without stopping, with arc-drop at the top.

As there's no timing in-game, I used ancient methods - chronometer in my phone.

Really nice ! I wonder what you are using to build the tracks, can you describe your workflow ? Thanks !

(+1)

Hi, thanks!

Sure, I'm using ProBuilder straight in Unity's editor for 'terrain' and 'props', it's a great tool for quick iteration. Actually, there isn't a lot of workflow there. I've cheated a little(?) - if you observe carefully, you'll notice, that there's only one turn with some slight variations that's tricky mirrored and aligned so that I can stack and angle them together (didn't do particularly good job on those geometry light leaks, though).

Delicius! Here my suggestions:

Increase car speed becouse brakes are useless;

Add hood view (not from bumper please!);

Add shadows contrast to better distinguish the different levels of the road;

Need a time challenge with checkpoints... and other cpu cars if you feel patient. :)

About minor changes, right gamepad stick to accel/brake and RT for handbrake (now is assigned to Y button).

Hi! Thanks for the feedback!

Brakes - I know - isn't that motto of nowadays - no brakes! Jokes aside - I dunno.. I will resort it somehow, for now the're, mm, broken - I myself use handbrake only, it's more manageable.

How does it plays/controls with analogs? I've played on keyboard only.

Thanks again, noted.

Ehehe, hanbrake will be dangerous if you will increase car speed! :)

Gamepad steering control is a bit too sensitive, I think should be decreased/cutted to half.

If you need more inspiration, take a try to this gem, it' an incredible 56k single file exe game:

http://www.pouet.net/prod.php?which=54636

..damn! it's < 100kb