Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Hyperboard ExtremeView game page

Sci-Fi action racing with cool girls & crazy powerups!
Submitted by SlyBalto — 24 days, 14 hours before the deadline
Add to collection

Play game

Hyperboard Extreme's itch.io page

Results

CriteriaRankScore*Raw Score
Playtested this one#272.8284.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I clicked this one cause I liked the graphics and thought it looked like a good game. Then 5 seconds into a race I crashed and the board exploded and rag dolled across the screen and I KNEW it was a good game. I think the aesthetics, graphics, physics, and soundtrack all come together very well and I think it has an overall good game feel. I tried to play a round with my keyboard and mouse and I felt like I was struggling a bit, but then when I was playing with a controller it was really easy for me to figure most of the controls out. One thing I didn't really understand was the speed classes? At first, I thought they were different board types but I tried a couple and didn't feel like it was much different? Also, I really enjoyed the Road Rage mode, but I didn't see anything indicating how long it lasts for if there's a target score to win or anything like that. Overall, I enjoyed this a lot, I didn't run into any obvious bugs or errors, and it ran fairly smoothly for me. Excited to see where it goes from here!

Developer(+1)

Hey thanks so much for playing!! I'm still seeing if I can smooth out the keyboard controls, anything specific that was annoying or weird to pull off on keyboard that was easy on controller? I'm planning on adding explanations for options including the speed classes so it's more obvious that yes the funny sci-fi words your picking are actually speed classes and how fast they are, etc. 
For road rage currently it's just how many you can get, same ruleset even for splitscreen (only difference is that it ends if there's only one player left) I'm thinking about switching it be first to 15 takedowns or last racer standing  for splitscreen and keeping it as survival for single player, I could have a pop up at the start of the event that explains what you're supposed to be doing depending on the mode. So glad to hear it runs smooth, been really trying to wrestle with Unreal 5 to make it work on as many machines as I can get it to run on (recently got to confirm it actually runs on an Nvidia 660 GPU from 2012, w00t!), thanks again for playing!!

Submitted(+1)

For the keyboard controls it just doesn't have quite the fine movement control as an analog stick. It's a bit flicky-feeling I think. Having a score cap for the Road Rage would be nice so you can tell who won and how long it goes for. And congrats on that optimization that's crazy! Looking forward to seeing the next update!

Developer(+1)

Thx!! See you on the track 😎🏁

Submitted

Really fun game! The visuals caught my eye instantly, and the gameplay hooked me as soon as I started. The cel shading and overall look are beautiful, and the HUD is very polished. I used to love the takedown system in Burnout, so I was very satisfied when it happened for the first time here. The weapons and car combat physics feel great. I hope you add a cinematic slow-motion camera for some of the crashes to show off the effects of our actions, it would add so much to the experience! The soundtrack fits perfectly with the aesthetic and gameplay. This game should already have a Steam page, and I’ll definitely wishlist it as soon as it’s live. Congrats on the project!

Developer

Thanks so much for trying my game out!!! Steam page is definitely planned just been so busy I haven't gotten that up yet haha, I do have some code for a takedown camera around, I remember when I was testing it out, felt it was slowing down the experience, but what I could do is see if I could have the option to have it for "big" takedowns, like really hard slams into walls, item-based takedowns like using a purple Burst, or maybe for milestones like 5 in a row streaks, etc. I'm glad to hear the combat feels good!! Thanks again!!

Submitted(+1)

Pros 

- Presentation is good! I enjoy the retro PS2 drum-n-bass and jungle aesthetic.

- Controls are good. 

Cons 

-Default graphics settings should start at mid range or low settings. They were at the highest level by default and made my PC struggle. 60 FPS limit should be default. Look at Steam Hardware survey for an idea of what most people use.

- Speed class names are confusing and unclear because I do not have context for what Dromar and those words mean. 

- It feels unfair that another racer near me can boost and easily destroy my vehicle. I prefer being bumped to the side and slowed down.

- In items mode, the random yellow bomb stage hazard is difficult to see ahead and dodge. It feels unfair. 


Overall, I really like the game and look forward to playing the next revision.

Developer

Thank you so much for playing and for the feedback!!

I'll be switching the default FPS to 60 that'll be in the next update. I'll definitely check out the Steam Hardware survey!!
I'll be adding explanation text for race options and settings so things are more clear.
When you get taken out easily, is that when rivals physically run into you or when they use the purple item and shove you away? I can look into balancing/tuning for both if needed.
For the yellow item, the Mines, were there parts where you would go around a corner and you'd suddenly run into one and had no idea it was there? Or can you technically see them on screen but they blend into the background?

Submitted

For the mines, I would turn a corner or go straight and suddenly they appeared. 

I would get taken out when the rivals physically run into me at high speed. 

Developer

Ohh okay, yeah I can totally add an effect before/while they drop mines.

You can take out rivals instantly if you run into others while moving much faster than them (CPU rivals can do the same to players), I could buff player resistance to instant takedowns from CPU rivals to make it feel like it's not as easy to get taken out if you're going slower than them.