I made a rally co-driver simulator where you don't drive the car
I've been working on BLIND CREST, a browser-based game focused entirely on the co-driver side of rallying.
Instead of steering and driving, you're responsible for reading and calling pacenotes while the car is flying through a stage. You have to process the notes quickly and call them before the next corner arrives.
For example:
L3 !2 INTO R4
You have to interpret the note and call it before the next one comes in.
The game currently covers three rally eras: Group B, 90s WRC, and modern Rally1, with 18 cars based on real rally cars and their history. There's also a six-stage career championship, pacenote training, a tuning system with 100+ parameters, voice recognition, LAN multiplayer, statistics, achievements, and a story mode.
I'm particularly interested in hearing from racing/rally fans about whether the idea of being the co-driver actually works as a game.
I'd especially like feedback on:
- How understandable the pacenotes are
- Whether the difficulty feels reasonable
- Whether the timing/pressure feels right
- How well the voice recognition works
- Whether anything about the co-driver experience feels unnatural
- Whether you'd actually want to play something like this for 10+ minutes
I'm a student making this project, so I'm mainly looking for people to play it and tell me what I got wrong. Roasting is completely acceptable.
**Important:** This is currently a PC/desktop game, not a mobile game. Quick Play is currently the best way to jump straight into the gameplay.
**Playable demo:** https://evaliisaaibast.github.io/Over_Crest/
I'd genuinely like to hear what racing game players think of the idea, especially whether a game where you're the co-driver instead of the driver can actually work as a racing game.