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GOGO! XTREME RACER (ULTIMATE EDITION)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #186 | 4.479 | 4.479 |
| Audio | #234 | 3.979 | 3.979 |
| Enjoyment | #756 | 3.817 | 3.817 |
| Creativity | #3133 | 3.451 | 3.451 |
| Narrative | #4708 | 2.169 | 2.169 |
Ranked from 142 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?
You're racing around a racetrack, which is a loop. In every loop, you race a past version of yourself - time loop!
(Optional) Please credit all assets you've used
Robobibibbibibin
Font: Want Coffee
Music: https://elements.envato.com/user/WormwoodMusic
(Optional) What would you like to be called if GMTK features your game?
theChief & Robbobin
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Comments
My actual score is 4:50-ish, but I did another loop thinking it was supposed to be the 7th when this came up lol. Apparently this became my new time
Either way, cool little game y'all made here. Right off the bat, the presentation is amazing. Love how readable everything was as well even as the track got more chaotic. Audio as a whole was also pretty charming.
I'm a little torn on the controls though. The ship only began to feel good to control for me personally only after a few speed upgrades. I'm not sure if it was because I was using a mouse, but it felt like the actual handling could've used a little tuning ( Or maybe just a skill issue lol ). Also had a bug where the blue ship either disappeared, or it was jittering all over the place.
I also feel like the speed boost after crashing probably would've been better as a primary mechanic tbh, though I do think the progression of both the player and the track itself was paced pretty well over all.
All in all, I'd say you guys made a very solid game over all. Great stuff here
Ayyy thanks piggy! The bug with the blue ship is because it is on the collectibles layer, so the magnetism upgrade affects it 🫠 and we're well aware of the speed issues! We gave it a big nerf right at the end to make the upgrades feel more impactful, but it was too much 😂 thanks for playing!
Yeah, completely agree with all your comments! I wish we realised earlier how great the speed boost on crash mechanic was going to feel, even without some extra needed juice, because it's absolutely my favourite mechanic in the game.
Super fun and polished, while the controls were really hard, I had a lot of fun in the later loops, zooming around and bumping into stuff like crazy!
art so good and very polished
I coud play the game's last version.
It already was pretty fun, and now it's one of the best games I've played in the Jam!
Got a 4:27!
Game was extremely ear piercingly loud at the start, but otherwise its a very silly time and I loved getting a hang of the momentum and mechanics of boosting and trying to ram directly into angles to boost real fast, very good time!
Final time: 4:57. Artstyle is amazing, polish is incredibly well done. Game progression is there. Really well done. I love how the track gets harder each time, too.
I guess we have a winner here,
This is an absolutely excellent submission, top marks from me. This game has incredible game feel, excellent visual and audio feedback, charming art style, fun music, great difficulty curve, and is just a blast to play. I particularly like the first screen showing you the controls and how you have to slam into the upgrade buttons. I wanted coin magnetism so bad and kept missing and getting different upgrades.
I think the only issue I ran into is it kinda seemed like the ghost got stuck on my player character a few times? Unless the exact thing happened to me the previous loop. It was strange.
This game was a blast to play wonderful job!
You have found the one bug! When you pick up the magnetism upgrade, the ghost player is actually on the "collectible" layer for some reason, so it gets magnetised too 😭
Thanks for playing, I'm glad you had a good time with it :)
The game is fun and very polished, but the itch page says it was published 2 hours before the jam started, and the submission was made 4 minutes into the jam, which is sus...
We like to deploy a template project as soon as the jam starts just to check it's all in working order (TheChief intentionally always tries to be the very first person to have a submission up). Sufficed to say everything was actually built specifically for the jam and we have receipts - new builds going up throughout the jam and plenty of discord messages with WIP mockups/recordings. :)
I agree that it looks suss though - I don't know why itch highlights the date of the initial submission rather than the most recent one. As for the page existing before the jam was up, there's nothing to stop anyone from making a holding page for their game before a jam starts, as far as I know.
(image from TheChief from several days ago, hence why 'yesterday' is 2nd August)
We also have git history :) plus I'm a moderator in the jam Discord, I'd be banned from moderating forever if I pulled something like that 😂
The juice and visual polish on this game is top notch! I especially love the view of the cat in the ball!
Very fun gameplay! My final time was 5:09. I played with mouse controls, so it was sometimes a bit difficult to gain momentum. Overall it's a very well-polished entry for a game jam, and I just wish the game didn't end so soon.
Really polished and amazing visuals! I'd maybe suggest adding an option to upgrade the ship to make it lighter, it feels hard to go up
Fun, addictive, tight controls & extremely polished. Certainly one of the best of the jam!
This really shows what polish can do for a game jam game. Great job on this chaotic fun racing game. Considering I was being rewarded for always beating my previous time, it was very interesting that this meant that I was encouraged to go slow instead of fast, waiting for my ghost to catch up so that I could just barely beat it to get my reward every time. That was pretty fun
Game is insanely well done for a game jam - the art, the sound, the upgrade system, racing with yourself - really impressive polish!
I'm not huge on physics best movement, but I saw it through the end, that says a lot :)
This is really cool ! I think it lacks a bit of feedbacks and based speed is too slow :) But the art, the gamefeel are really great
My gamepad is cursed. x) On a chrome based browser, thrust is not detected, and on Firefox it's on the left trigger. (it's not the first game where it poses issues, so it's not your fault)
Okay, so I find the concept really clever and on spot with the theme. There's an interesting balance between collecting stars and trying to improve its time. But I found the execution really frustrating. I thought it was first because of the mouse controls, but even though the gamepad improved it a bit I still had a lot of troubles. I think it comes down to two things. First, the feeling of progression wasn't there. It feels slow at start, and even after several speed upgrade, it's still slow at the end. And my previous ghost seemed like a testimony that, yes, I wasn't going any faster! :P Perhaps it was just an impression, or a lack of feedback, but really even with powers like boost on collision or arrow boosts, I felt I was sluggish. And secondly, I'm not a fan of the level-design. Especially once it gets harder. Moving obstacles that completely blocks the track, forcing to wait until they retract… Boost arrows that goes right into a trap… Targeting bomb placed after a straight line that you can't see until you hit them… This all seem unfair, and going against the speed improvement of the game. How am I supposed to go faster if I also have to be more careful? The boost on collision also quickly gets nullified, as the tight turns and narrow spaces doesn't seem to take account for it. It just made me bonk on every walls.
So unfortunately I didn't have a really pleasant experience with the game. But I wanted wish I had! Its visuals are great, the sound just makes you want to play again. And the concept is once again really cool, I think it's a solid design. Even the physics is actually fun to master (at least on the gamepad). It just doesn't get off, for the reasons I mentioned. But it's a jam after all, balancing is one of the hardest task. It's still incredible that you managed to pull that off during the jam!
That's a strange issue, I've tried with so many controllers 😂 have you tried something like https://hardwaretester.com/gamepad?
This is all completely valid feedback and stuff I've been thinking about too. I think to me (and I assume robin), the progression is intended to be more skill based - obvious much more balancing required, it all kinda came together with a couple of hours to go 😂 but in theory, the level presents more of a skill challenge as more and more obstacles get added, but you get more tools to deal with them as you upgrade things.
You go faster by being more careful because your engine cuts out when you get hit! The aim of the game is not just to ram your way through, you're supposed to get better at avoiding things and play more skillfully. Again though time and balance needed to really nail that goal from a design perspective!
Yeah I totally agree with the main thrust of the critique! Sadly most of the upgrades & progression mechanics were hastily added to the end because we planned a bit poorly :D
Thank you for playing and giving such good feedback!
the game is soo nice the art is cool
This game is just spot on! I love the whole idea and the art is amazing as well.
Very polished game!
I think it would be better to have a "limiter circle" for direction because by default I pull the arrow as far as possible because I think that would increase speed.