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Girlfriend Racing Demo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Devlog clarity | #3 | 4.800 | 4.800 |
| Overall | #5 | 4.400 | 4.400 |
| Devlog consistency | #6 | 4.000 | 4.000 |
| Overall progress | #6 | 4.400 | 4.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
My first recommendation would be to add an option to disable the leaderboard. Not everyone wants things they download to be always connected to the internet and sending data. With this being download only, it adds that extra level of needing to trust the developer, or run in a sandbox. I am familiar with SilentWolf and have used their leaderboard in some of our projects as well, but privacy and security are concerns that should be considered.
With this being download only, I do appreciate that you offer a Linux build. We so often have to test download games in Wine.
For me, some of the text is overlapping the medals, which makes it hard to read.
The game page recommends playing with a controller, but the controls listed are only for keyboard. I'd suggest adding the joypad controls as well. Are there joypad buttons for the clutch or handbrake? It would be nice if you also mapped the up and down analog to forward and reverse. The first time I hit a wall it took a bit to get unstuck as I really didn't think of using the L2 paddle for reverse acceleration. With R2 as acceleration I though of it like the accelerator in a car and expected it to work in both directions. If using the analog stick for turning and acceleration, then it could be more intuitive.
I don't play a lot of racing games, and was never very good at them, so can't give good feedback on game feel for the genre, but will offer what I can from my experience. I played the first 2 tracks and got the second medal on each.
While the graphics were overall fine, I think the turns could use improving. Possibly adding arrows, or something else, to give an idea of what direction the turn is going to be. There were some points where it looked like the path ahead was a dead end and it wasn't until you got close that I could see enough details to know which way I would need to turn. If you have a good memory for the tracks you can eventually learn them, but for starting out, and those without good track memory, it would be nice to have a bit more advanced warning of which way to go.
When I hit a wall and had to back up, it felt like the camera stayed pointing behind for too long. This was especially notable when in an area that wasn't straight or a smooth curve. I needed to turn to get clear, but could not see where I was going. I can appreciate being able to see behind when going in reverse, but I think it would be good to favor forward and switch to forward faster when in a forward gear.
Playing with controller I did not notice having the handbrake, so only used the R2 paddle as a brake (after I realized it worked this way). It felt like using this offered a lot more control than I expected. If I felt like I was losing control and the physics were too heavy I used this and it smoothed things out, far more than I'd expect from normal breaking. If designing this to be beginner friendly and introduce someone to the genre, then that is probably a good thing, but it did stand out to me. Before I started to use it, I'd felt like I was starting to drift around corners when too fast. Using it felt like there was no drift or slide physics. Again, I don't play a lot of these, so maybe that is the right feel for it, but it did feel "off" for me. Having said that, once I learned to use it, it was helpful.
I hit the wall plenty. If the corner of the car was touching the wall and I was stopped, it felt like any forward acceleration just turned me into the wall more, even if the wheels were pointing completely away. I almost always had to reverse to get out of the situation. It would be nice if you could use forward turning movement to get out of these situations. Otherwise, it would be nice if the delay for switching gears was lower. It felt very slow to downshift to reverse when I wanted to get back into the race. When I hit a wall it felt like the lap was ruined between the slow downshift, followed by the delay to get the camera facing front again. I know much of this is my skill, but if this is for an introduction, it would be nice if the recovery from a mistake was more forgiving. I'm not familiar with the types of cars being raced here, so I don't know if they are paddle shifters, which would require going through the gears, nor do I know how much delays such cars would have in shifting gears, but faster gear shifting would feel better when messing up, and if the cars aren't the type to use paddle shifters, then getting to reverse should be something you can do quickly.
The engine SFX were great and very useful for knowing when to shift gears. I like that the 2 tracks I tried had different cars that felt different. I don't know cars well enough to comment on how well they reflect the cars they were modeled on. The cars felt pretty good. The models looked good and fit with the rest of the look of the game. Overall, this is a pretty good start and looks to be going in the right direction.
The game is super smooth and I love the devlogs focused on procedure. I'm always interested in making-of content like that so it's right up my alley. About the game itself, I wish there was a shorter 'starter lap' or something to get you acclimated to the game and controls before jumping into your first time trial.
Also, a bit embarrassing, but I don't know how to drive manual, and so I was slipping around the track quite a lot haha. This isn't necessarily a problem with the game but just my always having driven automatic cars. But it could be a good option to have automatic for other car-challenged individuals like myself haha!
Heyy Thank you so much for playing my game it means a lot ! Indeed this game needs a tutorial haha i'm actually working on it right now !
For the manual part, i wanted it in even though i could have put an automatic but if you want to try again the advice is to shift up when the sound stops getting higher (it actually starts doing a brpbrpbrp sound from the rev limiter) and to shift down in turns as you slow down.
I also have a few plans for such a starter lap (it would be in Feira de Santana probably)
This explanation will be in the tutorial eventually :p
I think for this Jam, you should've given us a here-we-are devlog. This way, to keep your jam going, we had something to compare it to besides your log from a long time ago. As Smajlo said, the explanation of the 3D model was great.
On to game feedback, I'd definitely give more options for keys/controllers or allow for button remapping. Also, your medals on the Windows Version I played were right in the way of the button. All of the preview pictures of each location were different sizes, too.
The art and modeling made me feel like I was traveling back in time to old-school arcade games. The driving and shifting were very smooth. Was the physics on each map different, or was that just me? Either way, great job, and keep up the good work.
Yes i'm a little bit unorganised on devlogs haha my main journal is still my twitter account + discord but the here we are is an excellent idea
i'm noting the button remapping, also the game should already be working with a gamepad.
the ui is a bit of a mess and thx for the medals thing i have never seen that haha.
for your question the physics is the same but the car have different power, suspension setups, weight, grip, gear ratio etc... so it can end up feeling quite different :)
Great game, when I played it initially there was only 1 track. Driving feel is definitely improved since I first played it. Leaderboard is awesome feature, I definitely need to have it my own game :D Looking for more tracks and features.
For the devlogs, the one with making a car is my favourite. I don't know anything about 3D graphics and it give me some insight into the process.
Feedback for game: it would be great to have option to remap key bindings or at least have secondary hardcoded keys - especially for gear up and down as shift and ctrl are function keys and on my mac when i press ctrl and arrow down it works kind of like alt+tab on windows :P
Omg i didn't know about the ctrl arrow down lol what would you like to use ?
A - gear up,
Z - gear-down
maybe? it shouldn't clash with other controls
it clashes with both wasd and zsqd :p would E / R be good ?
Ah Yes, go with E / R then 🙂