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The Optimal Bite's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #2630 | 2.875 | 2.875 |
| Enjoyment | #2801 | 3.312 | 3.312 |
| Creativity | #4007 | 3.375 | 3.375 |
| Audio | #4048 | 2.875 | 2.875 |
| Artwork | #4056 | 3.188 | 3.188 |
Ranked from 16 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?
Every Level features a timer/countdown
(Optional) Please credit all assets you've used
All the credits have been given, linked and listed on the page of the game
(Optional) What would you like to be called if GMTK features your game?
Electric Raven
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Comments
The game is fun, but the controls are weird and not very comfortable, plus the top-down camera isn't really ideal. Other than that, the game is awesome!
It's a fun game to play. It's cool to run over other cars. They could add some obstacles, like streetlights, trash cans, etc. The only downside is that the car spins around its own axis like a tank.
Hey! Thank you for playing!
I really wanted to add some obstacles during the beginning of the development, but ultimately scrapped the idea due to time constraints.
I think that the rotation issue has been resolved via adding the drift controls. You can press space bar to initialize a drift. I'm sorry that I didn't make the controls more obvious or list them in the game. I just plonked a notice on the game's page and called it a day.
One of the most creative submissions, in my opinion. The controls are a bit janky sometimes, but I think that just adds to the overall chaotic feel of the game! I really enjoyed it, though I would always recommend adding more time before you submit the game, just because everybody presides over the devs will ALWAYS need more. And trust me, it’s really frustrating not getting the second level for two times and having to do it three times…
Thank you!
I don't think that this entry is creative. It's just a simple timer going down, nothing else.
You're probably right about the timer times. I thought that I nailed the level design with the addition of the markers scaling according to distance. I thought that that would solve the issue of helping to guide the player where he needs to go next. And during my playtesting this worked. I'll have to try to include other people into these playtests as well in the future.
Chaos. I want chaos...
And I also saw pedestrians. Anyone who's played it will understand. HD
An addictive game. Everything I want is infinite time
Thanks for playing!
I wanted to introduce just a simple sandbox, a freeroam. But I had to juggle so many other things that I really just couldn't get to this feature
Fun game! Wish to have more improved collision checks and driving experience while driving backwards. Also, I guess it would be good to punish for collisions, since I realized taht you could just hit-and-run everything and it works. Overall - very fun, GTA-like game.
Thanks! I wanted the player to feel like some sort of madman, so I've tried to punish the player as little as possible. While ti's easy to set the physics up, it's really hard to tame them. Like you're trying to reach that last 10% of perfection and you're just not going anywhere :)
I had a great time with this one, my first run I lost legit inches away from delivering the pizza and had to run it back right away. When I found out I could just ram other cars off the road I may have spent a bit too much time doing that...
Thanks!
Yeah, the game is silly and it's supposed to be that way. Level design isn't my forte and there's only so much you can focus on during a jam.
Love using physics. It's always fun but really hard to tame!
The web build was so laggy that it was Nealy unplayable. For a game with this little polygon there should be no excuses for this performance. When the jam is only you should do the following, it should take ten minutes, but it boosted my game by over 45 fps. Bake your lighting, set all your not moving 3d models to static and bake your lighting. This i know for sour needs to happen I saw real-time shadows and for a game like this they are not a good idea. The next I can't tell whether or not you did this or not so I am going to say it any way it is just one button if you already have the items set to static (items that don't move) go to Windows-Rendering-Occlusion then bake your occlusion what this does is it only renders the items the camera can see reducing your draw calls significantly.
After that I want to play the game again the idea was good and I liked the traffic and multiple game modes, good luck.
You're right. I have to look up these optimization techniques because I'm not doing any and I hadn't had the time to research this topic during the jam. That's why I just slapped on the desktop build as well and called it a day.
Thank you for sharing your advice. I'll look into it
Camera position and rotations break my head for some reason
But good work in general!
Thanks for playing!
It may be acting a tad bit violent, hahahaha
Really good game, love the whole look of the game and the concept. I personally think it would be cool if every person or car you hit adds up to a kill counter or something. Great work!
Thank you! Let me tell you a secret.
Internally, the game actually does keep track of that! But I couldn't figure out when/where and how I would use/display this information.
So I just moved on with the development and didn't look back :)
How many lives have been sacrificed for this hot pizza... anyways, I really like the funny gameplay and good art style. The only thing I would say is that it was not obvious at first where I needed to go, the map indicator may be too small?
However many lives are needed xD
I agree on the minimap. The problem was that a level may feature multiple objectives at the same time, and I had to hint the distance somehow. So I chose marker scale. It's one of the many game design problems the game features, hahahaha