I went in with fair expectations for Redline, and was surprisingly pleased with the demo, given its current state. The opening cutscene is great, and the way it smoothly flows into the vehicle selection is awesome. Not to mention, starting a race is very entertaining to watch, seeing how your vehicle gets dropped into the pack from a helicopter. Great work on setting up the presentational aspects, there is a solid foundation here. That being said, with it's pros, Redline has a fair number of cons, and I wanted to list them to give the developer an idea of what to focus on, further into development.
What I liked:
- Opening presentation
- Graphics, model quality, and GUI design
- Vehicle sounds and overall sound effects
- Track design & the abundance of destructible objects and reactive foliage
What I disliked / problems I noticed:
- Physics: the handling on each vehicle is too stiff; they all have a very large turning radius, yet have little side-to-side grip. Furthermore, the vehicles lack weight, as small bumps will sometimes send vehicles flipping out of control. There is also a noticeable stuttering is seen during the intro helicopter cutscene, and watching the ATV's driver ragdoll.
- Air cooling doesn't seem to cool boost faster than letting off boost normally
- Sometimes, the position counter in game is out of sync with the end-of-race position display (e.g. I finished 32nd but the end of race position showed 27th)
- Sometimes, the AI near the bridge section fall off the main route and get stuck in an infinite loop trying to respawn
Suggestions:
- Add Rigidbody interpolation, or update camera movement in FixedUpdate or LateUpdate. This should help eliminate the harsh stuttering that's seen on moving vehicles / ragdolls
- Optimization: while the game ran fairly decent on my PC with Ryzen 5 & NVIDIA GeForce 3050 and 16GB of RAM, I can see the game struggling on lower end hardware. I know the developer mentioned future optimization work, and I encourage them to prioritize this above all else. It's much easier to optimize as you go rather than backloading it to the end of development.
Overall, I genuinely look forward to the future of this game. I hope my criticisms can be used to pinpoint where the game falls short and build up from there. Best of luck with development :)
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I went in with fair expectations for Redline, and was surprisingly pleased with the demo, given its current state. The opening cutscene is great, and the way it smoothly flows into the vehicle selection is awesome. Not to mention, starting a race is very entertaining to watch, seeing how your vehicle gets dropped into the pack from a helicopter. Great work on setting up the presentational aspects, there is a solid foundation here. That being said, with it's pros, Redline has a fair number of cons, and I wanted to list them to give the developer an idea of what to focus on, further into development.
What I liked:
- Opening presentation
- Graphics, model quality, and GUI design
- Vehicle sounds and overall sound effects
- Track design & the abundance of destructible objects and reactive foliage
What I disliked / problems I noticed:
- Physics: the handling on each vehicle is too stiff; they all have a very large turning radius, yet have little side-to-side grip. Furthermore, the vehicles lack weight, as small bumps will sometimes send vehicles flipping out of control. There is also a noticeable stuttering is seen during the intro helicopter cutscene, and watching the ATV's driver ragdoll.
- Air cooling doesn't seem to cool boost faster than letting off boost normally
- Sometimes, the position counter in game is out of sync with the end-of-race position display (e.g. I finished 32nd but the end of race position showed 27th)
- Sometimes, the AI near the bridge section fall off the main route and get stuck in an infinite loop trying to respawn
Suggestions:
- Add Rigidbody interpolation, or update camera movement in FixedUpdate or LateUpdate. This should help eliminate the harsh stuttering that's seen on moving vehicles / ragdolls
- Optimization: while the game ran fairly decent on my PC with Ryzen 5 & NVIDIA GeForce 3050 and 16GB of RAM, I can see the game struggling on lower end hardware. I know the developer mentioned future optimization work, and I encourage them to prioritize this above all else. It's much easier to optimize as you go rather than backloading it to the end of development.
Overall, I genuinely look forward to the future of this game. I hope my criticisms can be used to pinpoint where the game falls short and build up from there. Best of luck with development :)