I do agree that out of the bat, this is a smooth iteration of previous formulas and have nailed the party kart genre. Handling feels great; after just a few matches the flow into drifts on winding tight corners are very doable.

Though i have a few things i would like to add to this conversation for the future of this mode. Many compare this being a direct relation to Mario Kart. And while i think that this mode is a great inspiration of this game, I hope there are some levels of branching out of the norm for its mechanics...

That's not to say directly with just adding more "powerups" or "kart selection stats" of that sorts, but implementing elements that work in the style of party animals for the track design and dynamic play. For instance, The Last Stand maps are know to each have a dynamic aspect that drastically breaks up the map in (initially) unexpected ways. Igor makes a good point of different pathways and obstacles, as this could be one, but to take it a step further would be to have events (usually in the form of a catalyst for disaster in Last Stand) would change the track as a whole to splice up the next lap per say.

Though this is a lot more work especially of a map of this size compared to the cookie cutter fighting maps, I look forward to seeing the PA team step out of the box here.

oh... one more critique, players seem very "split up". I don't know if its because i have only landed 2nd or 1st in all games (note I am just more experienced with racing games and could be a perspective from a better player), but sometimes i am so far ahead that there's not much action. I'm not sure if there's bots in some matches or what. It seems to me the item pool is more swayed towards boosts than rockets. but very little do i get combat opportunities. Maybe this is a good thing? If so there could be more of what I aforementioned.

A side-line idea that I would personally see that might fit well with the game's philosophy that i didn't want to include in my main part: take a spin on MK double dash with a more co-op or dueling aspect of the game. The ragdoll feel of the game is lacking in this mode...

    areswacky the events you are talking about is Split Second. the game still looks impressive, although has terrible controls

    Igor really my only complaint about Nemo Kart is either how the karts are quite expensive or how little gears you get for completing a race. They both work in tandem so I'm not sure which one actually is my complaint.

      i played more mario kart 8 today and it also has tracks with multiple layouts that change with every lap. Hot Wheels Unleashed makes you drive different routes in a simple way: there is a module with a moving bridge. depending on the angle of the bridge when you approach it, the bridge will either throw you to lower or upper track. there's also a module with a dragon, who is placed on a split of tracks and would breath fire in one or another direction. this will determine where you go.

      the developers could learn a lot from other games. mario kart doesnt have many fun things other racing games have

      Cartrimino maybe you dont win much? i got 1000 gears in no time and spend nemo bucks on other karts because it's cheap and i dont need nemo bucks for anything else

      Cartrimino gears are not much of an issue for me, the General Leveling pass is much slower progression imo

      unfortunately I do have a notion that the map roster won't be very large anytime soon, looking at maps already aren't added very often to begin with. I'm slightly afraid PA is going in the direction of not having enough eggs to put in each basket. I see that they might be trying to make this game more of a general party game, but hopes to maintain development times on all fronts of the game. If they aren't careful they may not be able to juggle the concerns of both games and their differences.

      Going into another experimental mode after Smash, being not as highly received from what I've seen, could be straining, though we'll see!

      granted I've only been in this community for a short time, so maybe you guys have more to say on this

      • Igor replied to this.

        areswacky we love smash and we even suggest new perk ideas. i don't expect a new track soon easier, but at least 2 more would be nice

        and this is me politely asking now, if you make any changes to kart racing, please only make the karts faster and items more powerful. nothing slower or weaker. make only better changes and that's how you will make the game more fun

        8 days later

        i tested nemo kart on chinese server to see if maybe this could be another game mode that we can play together, aside of uno, but no. this is the game mode we simply can't play together, the delay feels massive

        Is there a way to go in reverse gear? Today I crashed into a wall and I had to lose a lot of time because I had to go forward till the car turned against the wall so I lost a lot of positions, if there is not reverse I think is really good thing to implement, for the rest the physics feel good.

          7 days later

          golden trolley is now slower and it seems both trolley and puppy kart now handle worse. the time posted earlier can no longer be achieved. i can't complain, because it's beta, but i hope we get faster karts, instead of making existing karts slower. in today's testing most of the time puppy was ahead of golden trolley, but one time, with enough gears, i managed to get the exact same time


          i wish gray blocks was the fastest, because i like it visually. or maybe the green trolley made to be the fastest, because that store reminds me of animal crossing

          a month later

          i was happy to see new tracks being added so soon. this was a priority and it was a right choice to do that. and while i want to make it clear that i dont complain about gifts, i still want to analyze the new tracks in hopes that maybe the officials will consider my opinion, just like they consider opinions of people asking to make weapons weaker

          the snow track really feels like the developers wanted to add something fast and didnt have time to work on something complex. the tracks feels like something from a cheap PS1 kart game. there is nothing to it. even the jump at the end feels like it was added just that there was at least something going on. in comparison even reverse Shanghai feels more fun (i also like night tracks). on snowmobile you can do all corners without drifting and you dont need to use boost pads. this is the fastest way to go around track. a better design would be that you are required to drift so you dont oversteer into walls and you really need to use boost pads.

          and i really dont understand the decisions to place boost pads and speed lanes (from night Shanghai) near outer walls, you wouldnt want to purposely take wrong racing line and it doesnt compensate for how much time you're losing. this should always be your racing line

          i also want to remind the developers that we still need to be able to remap buttons and have restart and end game buttons for lobby. this shouldnt be hard to do

          a month later

          for those wondering how much faster puppy kart is now. this is before:

          this is now:



          i am human machine getting exactly the same time 3 times in a row

            @"traisroberts12"#p63224 how is this related to kart racing? and why do you lie that you'll stop when you still keep trying to bother me and shit in our forum with this post? and why were you trying to invite me to the game today if you hate me? just to bother me?

            i wonder if it's possible to call medics on you so they forcefully lock you in psych ward. otherwise you wont stop bothering people.

            making posts and instantly deleting them is a clear sign of mental illness. here's what he posted: