
FurBalls Racing is a challenging, fast-paced, platforming racing game that's fun for all kinds of players! Roll, wall jump, spin drift, take shortcuts, and... shoot poop?... as a squishy, fuzzy FurBall while rushing towards the finish line!... and avoiding poop.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Only takes ten minutes to see what Furballs has to offer. If you like the videos then you'll like this game. Only surprise was that this game isn't playing around; The difficulty is cranked even on 'Casual.' It's a mixture of Sonic with it's placement of out-of-the-way springboards for those looking for shortcuts, Monkey Ball with it's aesthetic, pitfalls and means to get through tracks faster by plummeting to tracks below (as long as you still hit every check point) and Track Mania with its unorthodox pathing. Workshop and custom tracks could take this game really far - maybe an idea for future DLC? My only gripe is the cheap and tacky menus and presentation which are the only tellings that this was most likely made by one amateur in an entry-level developer kit. Overall a lot of fun and better than expected.
A surprisingly fun platforming racing game with a really high skill ceiling. It might look basic but the movement feels great and the game is just fun to play. If you like weird little time trial games I'd highly recommend this on sale! P.S. Chirpy is the best character by far! Check out https://store.steampowered.com/curator/41559946 for more recommendations!
Love the action, the adorable characters and great quality of this game! The music works with each stage and the game has increasing difficulty with each challenge met by the player. I can't wait to try it via network!
Стоит своих денег, лучше чем марио карт, разьеб тотальный
Moo moo squishes when he lands. 10/10.
This game is so, SO much fun!!! An absolutely incredible racer out of nowhere! My few complaints are: 1. Medals and ghosts seem a BIT too hard 2. Need more items variety/ items off/ dear god make the poops worse 3. There should be a list somewhere with how to unlock all the characters Also the game stutters a LOT in split screen, and the secret character does not work.
Good fun. Clearly targeted at advanced players who like to practice and optimize, with little in the way of handholding or comeback mechanics. In fact, finishing the race grants you the privilege to freely interfere with the remaining players, which is pretty funny. Casual players can have just as much fun, but will find themselves getting lapped by the veterans. That said, I'd like to see a bit more polish, and some tweaks to the character balance and item (singular). Some of the advanced stages are a bit too cruel for me, but hardcore players may enjoy that type of challenge. Keep in mind the low player count means you'll likely be limited to playing with friends or bots. Maybe the community could make an event or schedule to coordinate play times? (furball fridays? :D)
Such a fun and short game lol. It takes some time to actually get used to how the controls function, but once you do - holy fox this is fun as hell. I'd love to see this get a sequel or more content with tracks down the line, this was amazing
if youre considering buying this at all, just do it i stole this for 2 dollars and its easily worth the full 8 its one of those games that you can just tell its gonna be great the moment you see it, like the creators of this have played the few racing games i enjoy, and made a new game that takes things further than they have any right to go youre likely gonna pick up on small details that remind you of some of your favorite racers, niche and not-so-niche nice character select screen btw it has solid game mechanics that feel very polished and smooth, paired with deceptively simple level design thats really fun to fly through, cutting corners and lopping off entire sections of the map as you get comfortable with the physics its momentum-based, allowing for some crazy movement, you cling to walls, you can brake-drift on land and in midair fast falling, drop dashing, slingshoting yourself halfway across the map after a sharp turn quality shenanigans theres 16* characters, and each one feels unique theyre all balanced very well, having immediately apparent advantages and tradeoffs every character ive played has been fun, and each one has a chance to shine somewhere, making choosing one part of the strategy to playing the game theres only one item to deal with, and its versatile i will say that once you get hit once, you tend to get hit half a dozen times in a row, which is really irritating at times but whatcha gonna do, it comes with the genre at this point a toggle for the cheese bubbles would be nice though some small things that are actually huge: - checkpoints are clearly defined - if you miss a checkpoint, the game lets you know immediately - after every race, you remain in control of the racer as the scoreboard is displayed, allowing you to practice as much as you like on any particular course, and just screw around to your hearts content before you move on - you can restart offline races whenever, and the music doesnt reset each time you do. theres no annoyingly long fanfare at the start of each race either this game has a ton of charm in just about every corner ive looked in so far, and i can easily see this taking up a lot of my free time going forward with great music, cute visuals, charming little details, and some of the best fluid platforming controls ive played with SAVES a quick warning, apparently this game doesnt utilize steam cloud saves so if you have to change computers, reinstall your operating system, etc, your save data wont come with you CONTROLS i love the philosophy of the controls almost every single action button has multiple uses depending on how you press it keeping the number of buttons to a minimum, while maximizing the depth of mastery theres an item button, a jump button, a drift button, and a brake button thats it for gameplay but the item button can be pressed to shoot a single projectile at a time, tapped while idling to drop it behind you held down to pull out all your projectiles and use them as sheilds and released to rain hell on all the players surrounding you 4 distinctly different actions condensed down to a single button, beautiful you can jump while drifting, drift in midair, hold in place for a startup boost if you tap the drift button instead of holding it, just before touching a surface, you get an immediate boost you can use this like a bunny hop, on floors, slopes, walls, i have no reason not to assume ceilings- and the brake button can act as a fast fall if you press it as youre already falling down, or you can spam it on the ground after a match to squish your player, because its fun each one of these actions is a versatile tool at your disposal, and you have to get creative with how you mix and match your inputs if you want to get far, and you can go very far with this LEVELS every level is visually distinct, has a completely different layout from all the rest in some way, and has a unique, often iconic song that plays with it, which are all very good its set a high bar for course design by committing to all of these aspects for each one, most AAA companies skimp on one or 2 aspects over the course of their games the way levels in this game generally work is that each level is easy to traverse, hard to keep ahead of the pack, but with some effort, you can do it for every level without even having to touch 3 out of 4 of the action buttons after you beat all of the grand prix, you then want to go to the time trails, to try for medals, on your way to beat the staff ghosts staff ghosts can also be beaten with just the jump button and taking clever lines, after much more effort, but without player collisions and attacks spamming you once you get all gold medals though, theres still platinum medals, which generally require you to start getting used to mastering the other game mechanics this is the biggest hurdle in the game, because all of the fancy speed mechanics have sacrifices drifting slows you down, fast falling slows you down, bunny hopping can easily rocket you 30 degrees in the wrong direction every little choice you make adds up, as well as how well you execute it this makes each level challenging but fun to learn i dont really like the last (4th) grand prix though. imo its level layouts rely too heavily on the polish of the movement controls to get the player through increasingly abstract and disjointed obstacle courses all of the design principles used by the rest of the game get thrown out here, narrow, unwalled tracks without any branching paths, excessive death barriers, moving platform spam, theres more players than a mario kart tournament; getting knocked around on a course this painful to traverse isnt the best of times for anyone just getting into the game, or just playing with friends even after spending time on the time trials, and finding the flow of these levels, it feels like ive just found a way to smoothly glide through a bunch of disjointed assets, junk floating around in space with little flow to it, and the theming of these levels doesnt excuse that for me like it was deigned more for a hardcore single player platformer, than a 16 player racing game with literal crap flying through the air and player collision on Virtual Dimension for example, theres plenty of sections with wide areas of moving platforms, spinning walls, springs, holes everywhere theres one section that can easily slow you down, having to climb up the front of a sea of spinning blocks, and balance along the tops just to not die as you master this track youll learn that the best way through is to not touch the front and the tops of these things at all, but skate along the sides each row of spinning platforms spins in alternating directions, allowing you to jump between them and not fall through, while never slowing down it was clearly designed with intention, but the intention gets muddled with just how many spinning blocks there are, it feels lazily slapped together and the wide crowded spaces make it feel like no smooth path through was ever intended every level after this left such an obnoxious first impression that even after getting a good handle on the controls i still hesitate to return to them all in all, i think this one cup is just a case of difficulty for the sake of difficulty leading to poorer design i prefer all the other cups for being immediatly more approachable while having insane potential for mastery i dont think this one cup is worth beating if youre just looking for a fun time with the game, to shut your brain off after the day, or to play with friends the first 3 sets of tracks is the fun stuff imo, and once youve beaten them, you have access to all of the levels in the game anyways its really just for completionists, and anyone that craves more difficulty for the sake of it
it's got tech, it's like a marble roller I guess, so it's automatically fun and got schmoovement
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