Without you this car will not race - feedback from playtests

Death Roads: Tournament

Combine deadly racing, deckbuilding, and roguelite style to get car battles unlike anything before! Choose a driver, car, weapons, and sponsors to overcome tactical encounters. Adapt to an ever-changing race to come out on top and earn entry into the last safe haven on the Divided States of America.

[b]Hello drivers![/b] [b]Thank you warmly for participating in the game testing on Steam at the end of last year! We received considerable positive and constructive feedback from you, which we analyzed in the sweat of our brow while planning further changes and improvements. We would like to share our conclusions and plans for the near future.[/b] [h2]What went well?[/h2] Let's start with the positives by mentioning that the overall difficulty and length of the game are satisfactory to you. [b]On a difficulty scale of 1 to 10, you rated the game an average of 8, which is very difficult.[/b] Most of the players did not reach the finishing line on the first try, which is ok because we aimed to make the game challenging. On the other hand, those who played longer could reach the final boss and beat it on average once every three attempts. The time of a full run was around 80 minutes. [img]{STEAM_CLAN_IMAGE}/40481305/8e9f3f786e5e39bdc34a849853d4a7268d081331.jpg[/img] According to those surveyed, the most common reason for losing was the limited ability to heal, but many were also unafraid to admit to making mistakes during gameplay. Among the players who spent the most time testing, there is a clear improvement in performance with successive approaches. [b]We are pleased that among the answers to the question "[i]What do you think was the reason for winning?[/i]" the answer "[i]Synergy in the deck[/i]" had a clear advantage.[/b] In the question about favourite cars, drivers and sponsors, each item received a similar number of votes, which leads us to believe that many players will find among them a combination that creates a strategy unique to them. [h2]It will be easier, but that doesn't mean easy![/h2] A sizable number of players have reported the fact that a large jump in difficulty is felt between late-game and final boss fights. [b]We have spent the last few months bridging this gap, including increasing the number and variety of opponents featured in normal battles.[/b] We are also tweeting on an ongoing basis about cards, components, decks, and the behaviour of enemy vehicles based on the feedback we receive. [previewyoutube=5V8X4Jx6L1U;full][/previewyoutube] We've heard your requests and are making numerous UX and UI improvements, and working on more content. [b]In the Early Access version, you can expect more music, enemies, parts, and languages![/b] Yes, we are already working on localization for the languages listed below: [list] [*] English [*] Spanish [*] French [*] German [*] Portuguese [*] Polish [*] Chinese (Simplified and Traditional) [/list] We have also introduced a progression system, thanks to which new players should not be overwhelmed by the number of unique mechanics, and will be able to learn the game step by step unlocking more and more advanced content. This content will be gradually increased with subsequent updates of the game, the roadmap for which we will present at the start of the Early Access version in less than two months! See you soon on the road!