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Overburn's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #4 | 4.100 | 4.100 |
| Audio | #5 | 3.800 | 3.800 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #5 | 3.600 | 3.600 |
| How well does the game fit the themes? | #6 | 3.800 | 3.800 |
| Visuals | #9 | 3.400 | 3.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours
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Comments
Nice game, great take on the theme. Controls are a bit tricky, but if that is what you were going for, well done.
Thanks for playing, and the kind feedback! I wanted the controls to be (somewhat) easy to pick up and at least be fun to play around with, but to have a high skill ceiling! So I hope I've managed to get somewhere in that ballpark, but definite future tweaking is needed on a few things like turn-speed!
Really amazing movement and gameplay mechanic! The controls are definitely a bit tricky to get used of, but it is a fun part of this game! I also loved the polishing for the particles on player movement! Really loved how the tracks are designed!(And amazed on how you created the track since i have been thinking of making a game like this and I don't know how to make a track efficiently)
Great job!
Thanks for playing, and for the kind words! I just wrote to another commenter below that the particle effects made the biggest difference overall in how the game looks/feels!
I've personally found that the controls aren't the easiest, but once you get to grips with drifting, using the inertia and being able to turn you ship without turning your trajectory, there is some amazing movement tech possible - I'm really wanting to expand + refine this into a little speedrunning game with leaderboards!
As for the track creation, the way I did it was extremely Godot specific (partially because I needed the track to recognise if the player is on it or not, so I have a fairly custom logic for creating and representing the track). If I remember correctly, you mainly use Unity? I'm sure there are good tutorials out there on how to do it for Unity!
If not, in Godot I'm essentially creating a Path2D, which allows me to manually click points on the game screen and Godot will link them together in the order they are created, with the final point closing the loop. I can then create a Line2D which when the level is loaded will take the invisible Path2D's points and visualy represents them as a track.
Thanks for the help! If I remember correctly I think I tried a tutorial that manually build a path some jams ago, and I will probably try that when the theme is right. Again, amazing game!
I'm so bad at this... But it feels very snappy and polished! I love the literal interpretation of the theme, too.
Thank you for playing and for your kind words! I can't emphasise enough how much of the snappiness/polish comes from the exhaust's particle effects, even though the controls didn't change it was night and day!
Nice got a time of 22.8 for the final track!
Thanks for playing! Good time you managed to get there!
The controls are very responsive, fun to play!
Thanks for playing and for the kind feedback!