A really fun game but the camera angles and lack of instructions made my time in the game a little more difficult.
I really love the way the boards get smashed up and how colorful the world is though, and as a fellow Unreal Dev, I tip my hat to you
Play game
Hyperboard Extreme's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #9 | 4.600 | 4.600 |
| Art / Graphics | #16 | 4.600 | 4.600 |
| Controls / UI | #22 | 4.000 | 4.000 |
| Sound/Music | #111 | 2.600 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
PvP | Party Games
Rating
Comments
Yo, fellow Unreal dev!! Thanks so much for giving the game a go. Apologies for the lack of in-game instructions, I'm developing a "how to play" section to the game as we speak so it's easier to get things. For the camera angles, did the player chase far camera (enabled by hitting the C Key / Select button) help at all? Do you remember any specific moments or things that were hard to see? I can look into adjusting the chase far camera as needed. btw thank you for the kind compliments and thanks again for playing!
Hi SlyBalto!
Finally found a moment to drop you my feedback here.
So basically this game was a really enjoyable fusion of Burnout, F-Zero, and Mario Kart! Bringing to the table most of the elements that made those games fun. I'm really looking forward to more content as you further expand the game.
I know we spoke about colors (for colorblindness) and music on stream but I figure I'd share them here as well since this is generally what I bring to the table best
Color:
- The abilities/pickups need symbols that correspond with what is being picked up instead of just colors cause well... half the time I had no idea what I had xD
- I mentioned adding an opaque or translucence to the barriers/walls with the arrows as they were a little difficult to see floating with the background.
- Also, mentioned to focus on anything you think is important to gameplay as all the background details did not really disrupt my experience.
Some helpful links and goals regarding accessibility:
- Explanation of types of colorblindness. I especially like to point out the images with the sand where you can switch the colorblindness types. https://www.colourblindawareness.org/colour-blindness/types-of-colour-blindness/ (I personally suffer from both Deuteranopia 80% and Protanopia 40% and those sand image colors look almost exactly the same to me)
- This website is devoted to all kinds of accessibility topics but here's the colorblind article https://caniplaythat.com/2020/01/29/color-blindness-accessibility-guide/
- Lastly a list of games featuring color accessibility options in case you want to check out how they tackled it.https://www.pcgamingwiki.com/wiki/List_of_games_that_support_color_blind_mode
Music:
- Throw something in there temporarily, you can always change it but find something to add to the fun and excitement!
UI/UX:
- Loved that I could see everything well on my ultra wide
- Request an option to have the speedometer and meters in the center like in a car as it was difficult to stay on track while trying to peek off to the bottom corners.
Other things I'd suggest for updates:
- My needs above are definitely outliers and won't affect a huge majority so get to them when and if you can.
- I'd focus on adding more stages and content first before you worry about the above to help attract more players. I'll be around for you to reach out to though when you are tackling the above.
That's about it I think? I'm looking forward to crashing and smashing more so keep me posted!
Thank you for your time and creating such a fun game for everyone to play!
Regards,
- Glim
Hey Glim!! Ecstatic to hear you enjoyed the game so much!! Had a great time talking with ya while you were streaming it, your feedback's gonna be helpful making this game even more explosive and accessible. Also big thanks for you dropping those resources for color blindness information + how other games handle it!
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
But you knew all of this, didn't you? :D
It's great to see this return from last year! I remember this being one of my favs from then, due to just how fun it was to crash around. I'll admit I didn't spend long playing it, mostly because I still had a good sense for how the game played and how fun it was. The build-up of the city around the course did wonders for being able to navigate the track, even without the minimap to help out. The addition of items was fun as well, bringing it more in line with racer games like Mario Kart. In terms of its gameplay, it's honestly really solid now. It may be around the time to start trying for more courses.
The things I felt I should speak on were the ability to distinguish items, the area size for certain items and the "class" options you have when choosing. While colours CAN work for distinguishing items, it's something you can really only understand by playing the game a lot. This is in contrast to other racing games with these sorts of things, where you're given an image to indicate what item you have. These images can often help give an idea of what that item does. Even if you can't figure it out from the item image itself, the moment you use it your brain then associates that image with the effect. One item's use can even allow you to figure out the use of other items. For example, once you use a green shell in Mario Kart and see what it does, you're able to figure out what the red shell does as well as the triple shell variants. It also gives an idea of the blue shell. Similarly, a single mushroom item indicates what the triple mushroom and super mushroom items do. In regards to item size, I found that the patches left by the electric item can be too big. There are points where if an electric field is placed, you cannot avoid it no matter what. I'm not sure how the item works, mind you, as I never obtained one myself (a consequence of being in first most of the time, I imagine), but if it's something where it's player aimed then I would recommend making the area size for them be a lot smaller. Lastly, I'm not entirely sure what the classes do. This could just be something that's not programmed in yet, but if it is then I would recommend putting something in to tell players what each class does. That way, when a player tries a class they have an idea in mind of what it does and can test it out in that way.
Also, I agree with Mayshing about the need for music now. Something that can get the player pumped.
That's all from me! I can't wait to see more! <3
Hythrain, buddy!!! Hey I never got to thank you for the incredible feedback on the last version of the game, seriously. It's changed the game's direction forever all for the better. I actually went to go watch the VOD the moment I read your message on Twitch. You're the first to appreciate my addition of only the most delectable "cake" as a feature LOL.
I actually just checked and wow yeah apparently the triple waterfalls are actually going the wrong way on the bottom side, nice catch! Apologies for any confusion about the controls, I plan to have a way to view the controls in-game soon.
I'm currently trying to figure out the theme for the items so they're less abstract and more intuitive. Random shapes are cool, but I know I need something more memorable/understandable-at-first-glance so that's my next mission. Oh btw, the classes are actually your speed classes! They range from slower (165mph top speed) up to the fastest class (220mph). I'm planning on renaming it Speed Class and I can also add some descriptor text for each option explaining what they do if needed too.
Music is something I've been aiming to add and I'm gonna try my best to get my hands on the coolest stuff for the project.
Thanks again for playing and for the feedback! ✌️
Hello Mayshing here. Welcome back to FBQ. We really enjoyed this game, the crash is epic, losing never felt so good. lol The wishlist would be to have some upbeat scifi BGM, and more character customization, more stage variation, more item appearance variations would be icing on the cake. We did get to test out multiplayer between me and kiddo for your review as well. I like the Road rage idea. Very fun.
I have some stock BGM suggestions like Tim Beek royalty free scifi pack that might fit this title. Keep up the great work.
Thank you guys so much for playing!!! I took some notes from your great playthrough, apologies for not having the controls taught/shown in game, I'll definitely see if there's a good way to teach players at least the basics like accelerate and how to use items on their first time playing so players don't get confused (for example right trigger is actually accelerate, and A is boost when using a controller!) . It was insanely hilarious the AI decided to force itself up the track boundary each time you finished the forward version of the track, I was laughing SO hard at that xD I'll investigate that issue ASAP. Thanks for the BGM suggestion, I got my eyes on several artists I plan to ask permission to use their music and I'll also be looking at some packs too. I had so much fun watching you guys play, genuinely so happy to hear you guys liked it! My goal is to make it even better now, so thanks so much for checking my game out!!









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