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Untitled Kart's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Was the improvement free from bugs | #6 | 2.683 | 3.000 |
| How creative was the improvement | #7 | 1.789 | 2.000 |
| Was the improvement accomplished | #8 | 1.789 | 2.000 |
| Overall | #8 | 1.968 | 2.200 |
| How sufficient was the improvement | #8 | 1.789 | 2.000 |
| Does the improvement move game in the right direction | #9 | 1.789 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Describe the improvement that you have been working for this jam
N/A (game is not finished)
Describe your game in one sentence
Mario kart but worse
What feedback are you looking for
Ideas/suggestions
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Comments
I am too bad at this to vote meaningfully lol, but at the beginning when it says to press any key to start, I twice had the experience of pressing all sorts of keys over and over again with no effect (Chrome on a MacBook). It did work for me once, but something is off there. I defer to people with nonzero hand-eye coordination on the rest of the game but nice work :)!
You have to click again on the game window for the game to be able to read inputs from your keyboard. Thats just how scratch projects work
I agree with Non_Newtonian_Games, controls are very good and feels very natural.
And ye, if you would add power ups would be great idea. Because in current implementation the speed of cars is the same and the only thing that helps to win is navigation on the track. But if you expand on this game and will improve enemy AI they probably won't stay in the middle of the track near the turns. Then power ups can bring some strategy - should I get speed or cut the corner...
Same goes to the surface vs stay on track as Non_Newtonian_Games mentioned as well.
Maybe add some win/lose condition.
Also the collisions feel a bit off - I tried to collide from the side and front, they both stop the car and it jitters near the wall. What I would recommend is to give some recoil and reduce the speed, but when bumping from the side you should be able to save more speed.
Good game :)
Hey, I did a couple of runs of the game. I didn't really run into any problems so it seems pretty stable. Here's some specific feedback
--Definitely seems to be a good base for a racing game. Controls felt reactive, and smooth for controlling the car. You should be able to add some fun mechanics, like powerups and things. One suggestion as you're moving forward is, you don't necessarily want to clutter your tracks, and your goal should always be to let the player feel the fun of going fast. Like you can add obstacles, but there should always be a path to really zoom through.
--I tried drifting and didn't see any difference in the controlling? I might not have done it right, though. Adding some sort of smoke animation, or skid marks to let the player know it's happening would be good. It also didn't seem necessary on the current track, as I could just hold forward the whole time, but it might just be early in development
--Camera seems good tracking the player, but when you're hitting a wall there is a lot of jitter. Not sure if this is by design, but you might want to smooth this out.
--Doesn't seem to be any difference between the track and other surfaces, so I could just cut through to find the most efficient path. I'm assuming that on the to do list, but just wanted to note it.