Fun
Response from developer
Thanks for your review. Be sure we will work on it! 💪
Très bon jeu
Response from developer
Merci pour votre retour ! J'aimerais beaucoup savoir à quel niveau la difficulté pourrait être renforcée. Parlez-vous du jeu en général ou d'une option à choisir au moment de lancer une nouvelle partie ? Je prévois effectivement de créer un jeu où l'on incarne un manager; je m'efforce simplement de rendre celui-ci aussi bon que possible pour bien commencer!
Composto
Response from developer
Oi! Obrigado pelo review. Eu vou trabalhar para resolver este problema, eu tentei colocar isto desde o início do jogo, porém a CPU estava escolhendo compostos completamente errados, o que, apesar de aumentar o realismo, esta atrapalhando a diversão do jogo. Eu quero implementar isto o quanto antes, porém é uma mudança significativa.
Question
Response from developer
Hey, thanks for your feedback. I will improve it :D In the Dashboard, on the card on top, you need to click in the team name (right below your name).
Jogo Muito Bom
Response from developer
[Edit] Set 19 2026 -> Nós acabamos de lançar a versão nova, onde você consegue ver a estratégia e o desgaste do pneu do seu companheiro de equipe. Estas infos somente estão disponíveis se você tiver um bom relacionamento com ele. Opa! Que bom que você gostou do jogo! Em breve lançaremos uma melhoria na corrida, onde você poderá ver as estratégias do seu teammate (se o relacionamento entre vocês for bom). E também iremos lançar uma forma de editar o banco de dados, para que a comunidade possa melhorar ainda mais o jogo. Caso tenha alguma ideia, fique a vontade para nos falar! Estamos sempre querendo evoluir o jogo.
Amazing game
Response from developer
Hi, thanks for your review. When you just start your career your defense is quite low, what makes your start tought, as usually other drivers will have a better offense then your defense. From 12 to 20 it too steep, I will try to reproduce it and better balance.
Great game
Response from developer
Hey. Thanks for your review and your ideas. The impact of new items are in the are of 100/200 ms per lap, which I understand doesn't move the needle much, but I've tried to avoid a single upgrade making a Cardimac from last to be the 5th force in the grid. I really liked the idea to increase the participation of the player in car development, as it would add one more layer if you change your current team or not. I will think on how I could implement it in the current setup. I will also put more work on the relationship, I agree with you that it could be improved.
Overall Means Nothing ???????
Response from developer
Hey, thanks for your review. An overal of 100 means all your skills are maxed out. Honestly, you should be taking almost all poles and, as other drivers have overal around 95 at max. On qualifying: Are you doing the setup properly? On the tap Lap you can see if you settings are ideal when there is an start on the middle column. Also, take a look on your tire. Are you using softs for qualifying? On race: Are you putting your driver in the Push mode and letting him there? Too much time in the pushing mode will cause your driver to make more mistakes, more mistakes means you will lose too much time and your tire will degradate faster. Also, avoid run with tires with degradation with less than 30%, as it will add too much time to your lap time. Also, on the team page (Clicking below you name in the main screen) will show the quality of your car, and the quality of your teammate car. IF their car is better you can request to swap cars, note that the swap isn't immediately, the team needs to accept it.
Absurdly convoluted
The instructions are way too long and convoluted. It's entirely unclear what impact you actually have on the race. You're in control of only 2 things during a race: whether to be defensive, balanced or aggressive, and when to swap your tires. Apparently swapping between modes gives you a -1.5% to a +1.5% chance of success on random events that happen during a race? Except you get no visual feedback on any of this. The default gamespeed is crazy slow so you bump it up a bit and things just randomly happen. I've started a race to instantly crash the car and get a DNF. This means you then have to watch the game simulate all 70+ laps which takes forever, even at x10 speed.
It's never explained what the different tires are like, what they do, what grip does, what tire health means, or if it is, it's delivered in such an opaque way that that it might as well be useless.
I get this game might be for motocross superfans but I just saw an ad for this on Twitter and thought it looked like an interesting game, but there's way too much AI-generated text in here. It could definitely use some editing.
I can't even tell if the game is really fun or the loop is fair because you don't get any feedback at all on anything. I haven't interacted with any of the happiness mechanics and I'm on week 20 with 100% happiness every week.
You can get an engineer for your car and the tutorial for it involves a chart with arcane metrics you have no idea the purpose of.
This entire game seems to just be math but none of it is really shown to the player at all in any explicit way so it seems like you're really just doing nothing with no actual impact on the race?
Response from developer
Hey, thanks for your review and to take the time to write it. It is not fun to receive this kind of review, but an honest feedback will help me improve the game, and I really appreciate it. I'm a huge F1 fan, which this game is highly inspired on, and I understand that a lot of mechanics of the game can be natural for someone that follows the sports, but completely unkown for a new person. Some reasoning: - Push/Normal/Conserve - For push you will be faster, but it will increase you changes of a mistake. It will also consume your tires much faster. In F1 one of the places a drivers looses more time is during pit, so less tire, means you will need to stop early, which can be good or bad, the idea is that the player will make this decision. I understand it can be hard to notice the difference, but F1 is quite a tighty sport (Last race, in qualifying, the difference between the pole position and the 10th place was around half second, in an almost 6km lap) - Happiness: At the beginning the game is quite generous with the player. You are the worst driver in grid, and I want you to focus on the race first, so the mechanics that kicks the relationship is introduced lates, so I do not overwhelm the new player. - Speed of the game: I kind of agree that the Speed 1 shouldn't be the default, I believe nobody plays on it (I don't), but I believe removing it will not be good, because, after a red flag I default to speed one, as it will start a new starting grid, and I want the player to be aware of what is happening. (Once again, all the think around a Red Flag is pretty normal for who follows F1, but I understand I need to explain it better for players that are no used to it). - Tires: Another issue with something that I assumed was known. I will try to add a best (and not much convoluted) explanation in the game about it. About the copy: I'm from Brazil, and English is my second language, so to avoid silly mistakes (as you will probably see in this reply), I've passed my texts through ai to make it less 'weird'. Ends out, it got weird in other way. Unfortunately, I have no money to send the texts to make a problem review, so it was the best shot I had. I will review the texts, to make it less convoluted, and more straigh to the point. To sum up: I build a game that I'd like to play, and I made a lot of assumptions based on my knowledge. I really appreciate your honest feedback, and I will really consider it to improve the game. I really want to share my love with other gamers, and the best way to do it is taking each feedback with care. Thanks again!
