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A jam submission

Rage VortexView game page

Submitted by Zerschnetzloar — 1 hour, 44 minutes before the deadline
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Rage Vortex's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#38062.8002.800
Artwork#38403.0503.050
Creativity#39623.2503.250
Narrative#43082.2502.250
Enjoyment#52972.5502.550

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Players steer by moving the mouse in looping, circular motions, and each course is structured as a series of laps.

(Optional) Please credit all assets you've used
I have everything by myself. This was a mistake. The scope creep lives.

(Optional) What would you like to be called if GMTK features your game?
Zerschnetzloar

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Comments

Submitted

Took me a long time to figure out the control scheme. The character is super hard to control. I hope there are gaurd rails instead of letting my character fall.

Developer

So technically you could just use WASD. But I know what you mean. In terms of min maxing the speed, the whole design is currently quiet punishing. Larger "roads" would have helped in the first place. XD

Submitted(+1)

I really like how you can try to keep your speed but it makes steering harder, or take it slow but steady. I had a lot of fun playing :D The addition of enemies on the race track is quite interesting. I did find the steering with the mouse btn a bit weird and difficult, but maybe I was doing it wrong. It was also sometimes not too apparent where I need to go, some more visual cues pointing you in the right direction would be very helpful. Good job on the submission!

Developer

Well, maybe I should do some research on how typical racing games manage the "how to find the track"-thingy. Maybe in Mario Kart etc. it is quiet obvious since they just make the main track bigger and "highlight" it in the first place. But making the track broader might make the game easier. But I am glad that you enjoyed the game. 

I tried to implement a PID-Controller for the mouse controlls, but even after tuning it felt more unnatural. I am still not quite sure if the "controll-experiment" was a success or not.  

Submitted

Neat, the kit feels like it could be cool. I'd like to try doing the rotation with right stick on controller, I think that would feel more natural. Also map wise it's a bit like having Rainbow Road as the default. I like the time trial aspect, I think sliding around a more race track like level with wider turns going for time would be fun.

Developer

I tried to integrate controller controlls in the beginning, via Unity's "new" input system, but adding more features forced me to surrender given the limited time of the jam. 

For the tracks: well I drew the standard tiles to small and scaling them up felt unnatural. But I totally agree on that point. 

Thank you for the feedback!

Submitted(+1)

I like the game. I think with a bit more content this could be a cool high skill ceiling game where it almost becomes a rithm game. Nice job and I really like the art :)

Developer

Well, the rythm game, high skill ceiling thingy was the idea, but I always underestimate the amount of work a game needs if you dont prepare anything. In the beginning I was thinking about letting the player apply "spin" to the character and showing the trajectory the player is going to take, but implementing this turned out to be far more difficult. 

For the art: I used a shader which replaces "static" colors with textures, so that I don't have to draw the textures onto the tiles manually. In the end this was a huge time saver. I think if I find a way to integrate detail-textures this would be powerful for future projects. 

But thanks for playing!

I didn’t fully connect with the game, but I really appreciate the effort and creativity that went into it.

Developer

Thanks.

Submitted(+1)

UwU gates, nice combat - it has everything I needed. Just felt like the rotation was a bit useless.

Developer(+1)

Thank you! So technically, if you want top speed, then you need the rotations. But given the limited time I was unable to integrate more "smooth" curves where you can really use them.