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SLIDER's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound design | #12 | 3.625 | 3.625 |
| Fun gameplay | #13 | 3.292 | 3.292 |
| Overall | #13 | 3.542 | 3.542 |
| Creativity | #16 | 3.708 | 3.708 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was great. I don't quite get what's happening, so I'm wondering about a tutorial track that explains the clicks and some advice about slowing down and such, so a sort of driving school.
Very simple and addictive concept! Great sound design. I do feel the visuals give a littlebit of an advantage to people who can see. My only struggle was that when completing a lap, the engine sounds fall away as the TTS speaks, and I cant hear how fast the car is going.
Thanks for playing and commenting. Now that you can adjust the audio volume levels, I plan to do away with that ducking for the voice. I agree that hearing a turn coming is more important than hearing your time ;)
I find the visuals to be a lot more distracting than helpful. They are a weird reinterpretation of something that doesn't exist. Don't trust them 100% ;)
Very simple and addictive concept! Great sound design. I do feel the visuals give a littlebit of an advantage to people who can see. My only struggle was that when completing a lap, the engine sounds fall away as the TTS speaks, and I cant hear how fast the car is going.
THis is also a fun game. Obviously less to worry about than in SLATS, but it's still a challenging game that's sold by the audio that's both kind of minimal and retro but also really conveying a sense of speed, it kind of gives me 90's racing game vibes. I can imagine it'll only get even better when you add the features you're working on
Thanks. Minimal and retro is exactly what I'm going for. I was actually planning to turn that visualizer into a more 80's 8-bit style. May have to dial that sound down XD
Simple but enjoyable! The engine and wind sounds do a very good job of giving a feeling of speed. Having a different track every day is a cool idea that adds replay value, although it would also be great to have a selection of standard tracks that are always available, so you can really learn and practice over a long time period.
I think you could add some depth to the gameplay without overcomplicating it, just by adding the ability to "floor it" and accelerate extra fast. That would give players another possible action to consider when trying to beat their best time, and it comes with the built-in risk of going too fast.
Currently, I think the clicks don't don't give enough warning to be helpful. When I was playing, the clicks often started only a tenth of a second before I slid. Even if I hit the brakes with superhuman reflexes, it wouldn't be enough time to slow down. I know part of any racing game is learning the track so you can anticipate instead of reacting, but right now it feels like the clicks are just useless.
Speaking of learning the track, a great addition would be some audible scenery that you drive past. This would help make the tracks more interesting as well as assisting with memory. For example, "Okay, I can hear the church bells up ahead, I know there's a straightaway here so I can floor it. But when I hear the cows on my right, the tricky curve will be coming up soon so I need to slow down." I know there's a currently beep for each track segment, so you could learn "I need to slow down 3 seconds after the second beep", but that's not as fun or satisfying.
Anyway, nice job making a fun game in such a short time, and I hope you keep working on it!
Separate gas and brake pedals are coming soon! Got them already working at home. Also analog controller support to properly throttle them. It's quite simply another game entirely (and a good thing for it). An upload will come soon. Still got some little bugs to iron out with the new audio channels (that you can configure through a proper menu!)
Audio scenery is an option I've been thinking about. I'm not sure it's appropriate for a 30 seconds lap XD. Like how far can you really get from those cows? It would also require a major redo of everything. None of these tracks exists anywhere in the game engine. They are just a couple of formulas. Creating the illusion of driving past a stationary sound source will probably be more complicated than everything done so far.
Thanks for playing and commenting, and stay tuned for major updates soon :)
This was a really great take on a racing game that still remains accessible. The vehicle sounds really sold the experience. I thought I would give a few laps a solid try, and ended up finding that not braking at all ended up being my fastest lap time xD I know this was a very short time frame worked on for this project so what you have here was a fantastic start to something that could be polished into something much bigger.
Nice work on this and thanks for sharing!
Thanks for playing and commenting. If a track has its most difficult curves at the beginning, it's possible for the autopilot to do a really good job with it on its first try XD. I guess you're playing the latest web build (the one with a visible road) that got the difficulty dialed down way too low. Don't get too comfy with it. It's going back up soon for the next update.
A race with simple and effective gameplay.
The addition of a road exit or a damage system could be considered to enhance the gaming experience.
Thanks! I'm actively working on this game right now (bogged down with making menus). The skids used to be a lot more punishing and will soon return to that. But leaving the road or damage are not in the pipeline.
I do want to make a road trip version of this. There you bet damage will be a thing :D
I can't wait to see the road trip version!
Despite some overall feedback going around in the discord (including from you) that there’s nothing happening, I did actually enjoy my experience. I liked hearing a car’s motor for starters. It’s kinda soothing. And I like hearing, feeling that I’m going through the motions. (well I don’t like it when they’re outside my house but you know, if I’m the one driving haha)
I like the part of trying to be faster.
i don’t really feel immediate feedback to me trying to slow down, though; any key works (which is amazing), but does it only work when I press it when I hear the warning clicks? Can I slow down before, if I want?
Also, how complex are the tracks - or is there only one track?
A way to add challenge would be to have more tracks and levels. Perhaps also some ambience sounds for where we are. That wouldn’t really be a slot car though. But if I were a racing game - how about a track that’s in the desert? And we can hear the wind. How about a race in Paris? And we can hear people cheering for us when we go past certain parts of the lap. Or at some point hear a river.
Like, tracks that have their own details and you feel you’re not just inside a washing machine (lol I say this because the game is playing on another tab but it stuck at sounding like a washing machine)
I like reaching the end of the track and would like more dynamics and clarity on the victory sound, and some way to add challenge to beat records, or keep track of my records. I wonder if I’m faster if I’ll hear it say “New Record!”.
Voice acting would help for the funs.
I think it’s a great prototype, even a great demo that can have much to give.
Also I’d like an option to accelerate (inversely from a button to slow down). Or like a two button interface. Slower / faster. Tap to adjust speed.
Thanks for your comments.
You can slow down at any time. Just hold on the brakes and you'll eventually be standing still. To be clear, this is a very bad thing for your lap time XD
The tracks are not super complex. Most have something around 5 major turns, give or take some kinks. The track is always the same throughout the day and a new track is generated each day.
I like the idea of having some environmental sounds that would help the player get their location. That's what most games normally do. But for the record, real life car racing is 100% being stuck in a washing machine! This is something that drivers of many formulas have commented through the years. They love their public but they can't see them and they can't hear them, no matter how excitedly they do stuff to celebrate their going by.
I was planning on adding some track relief instead. Distinctive bumps and thunks that help you remember where you are and what's coming. That's closer to how drivers learn the tracks (besides the giant numbers with the distance to the turn most tracks have)
Fun game, I enjoyed improving my time. The audio is very well made, the car engine sound is seamless when slowing down or accelerating, well done!
Thank you for playing an d commenting. Stay tuned for future developments.
Great concept in its simplicity. I got 24 seconds on today’s track after my first few laps. I love the sound selection and general execution of it. There are some rough edges like how the audio is abruptly ducked around the text-to-speech. I would love for the soundscape to react more to the implied motion of the car, such as a little bit of panning on the wind as it turns, or tires screeching in and out of the turns when you’re not at the ideal speed. I’d be excited to see this receive more updates. Nice work!
Thanks for playing and commenting. All good points.
The TTS voice doesn't run through the game engine mixer so I had to improvise a quick ducking. I can definitely improve on it.
The wind/tires sound does pan with the turns. I guess not enough. That can be easily dialed in. I was being cautious because I have been repeatedly warned of the opposite. My hearing isn't very fine and I tend to overdo those pans. XD
This was a quick and dirty 2-day job and I definitely want to continue to develop it. Stay tuned.
Maybe this will merge with SLATS into a road trip...
I love winter! But one thing I do dislike about it is this situational hearing impairment I get whenever my heater is running. And it runs constantly! So my best deep listening (and personal work) is rather seasonal. Therefore, it’s best taken with a grain of salt this time of year as well. 😹
My best lap time was 25.27 seconds. The realistic driving sounds certainly added to the immersion and I think it's a very strong game concept. I never imagined that a racing game could be possible for visually impaired people, congrats for making it possible. My only critique is the character's voice. It felt a bit high-pitched and robotic, lacking the energy and excitement that would complement the experience
Everybody is playing the same track every day. A new track is generated every day. I haven't played today's track but 25 seconds is generally a very good time.
The voice is (should be) whatever you have your computer's TTS set to. That said, the WebGL build doesn't follow that and does a voice that in my computer is also weirdly high pitched. Try the downloaded version and you should hear your TTS voice of choice.
Thanks for playing and commenting. I'm glad you liked it. Although this is the work of only two days, I've been thinking about this and wanting to make it for the longest time. I'm really pleased with how it came out and I do plan to continue to develop it.
I just downloaded your game in the itch app but now I don't hear any lap times (other sounds are perfectly fine) but then after I came out it said there was an error so not entirely sure what's going on. I'm sure for others the character voice will be fine, it's probably just a me problem
Thanks for reporting. The game uses the Unity Accessibility Plugin to communicate with your computer's TTS. That plugin hasn't been serviced in a few years so I'm afraid it will eventually stop being a viable option :(
If I may, what OS and TTS are you using?
I'm on a windows 10 but my laptop is really old. I just found my TTS, it's Microsoft George
This was really creative. I liked the concept. Some basic UI would have been nice, like a pause menu that included a record of our fastest lap. Mine was 25.7. Perhaps also inverting the controls would have been nice as well, hold any key to accelerate, and release to break. Thanks for the submission!
Thanks for commenting! This was a last minute 2 day project so yeah, lots of nice details that could be added but weren't. I do want to make a road version of this with car upgrades and all that. That will definitely have more UI polish.
Ideally, this would be played with a controller that has an analog trigger so you have a lot more control over acceleration and braking. Alas, it seems like a lot of people don't play with a gamepad on their computers. At least not the casual players that this kind of games attract. I kind of decided that press to brake gave more control but once I have some form of UI, there's no reason to let the player decide one way or the other.
I do own a gamepad, so perhaps adding in the functionality and letting the player choose what they'd like isn't a bad idea. Many other blind gamers have gamepads as well. I'm interested what this turns into, if you decide to continue development.
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