so excited to see a jam entry from blendo! love this concept. the best visual moment for me was catching a frame of what felt like a hundred cars on my tail. I'm not convinced this would suck as a first-person driving experience; there would be many opportunities to make the game more diagetic (using the copilot as a spotter, watching them hook ammo off of a downed vehicle, snapping your mirrors in a wreck) but would certainly change the design space. I'm sure you had your reasons!
it seems as though very few games have done the codriver thing right (sub rosa comes to mind) and I definitely like how you applied this to a single player experience. would certainly like to play more.
the driving model feels quite awkward and orthogonal to my input, almost as though the fixed loop is running fast. every input seems wildly extrapolated, forces and damping unusually strong... could it be that you tuned this for 60hz?
playing this gave me warm and fuzzy reminders of raptor safari, flotilla, on the run, and mad max, in no particular order.
The idea of a driver/shooter gets the gears turning... would be a very cool multiplayer co-op (like Lucky and Wild, or Subspace). Solid work considering the new libraries you were exploring at the same time. Love the pile up post game over.
hey this is really cool! my first two thoughts were "this needs health pickups" and "i want to control the shooting dude too" but after several tries it seems to me that both of these things are entirely unneccessary - the core loop is fine as it is :) if i had to criticise anything, i'd like it to have a bit more, uh, precise handling and maybe also some cool drifting techniques implemented or something
also, imo this could make a nice "full" game
( also, i will graciously ignore the fact that this is not an fps ;D )
Comments
so excited to see a jam entry from blendo! love this concept. the best visual moment for me was catching a frame of what felt like a hundred cars on my tail. I'm not convinced this would suck as a first-person driving experience; there would be many opportunities to make the game more diagetic (using the copilot as a spotter, watching them hook ammo off of a downed vehicle, snapping your mirrors in a wreck) but would certainly change the design space. I'm sure you had your reasons!
it seems as though very few games have done the codriver thing right (sub rosa comes to mind) and I definitely like how you applied this to a single player experience. would certainly like to play more.
the driving model feels quite awkward and orthogonal to my input, almost as though the fixed loop is running fast. every input seems wildly extrapolated, forces and damping unusually strong... could it be that you tuned this for 60hz?
playing this gave me warm and fuzzy reminders of raptor safari, flotilla, on the run, and mad max, in no particular order.
The idea of a driver/shooter gets the gears turning... would be a very cool multiplayer co-op (like Lucky and Wild, or Subspace). Solid work considering the new libraries you were exploring at the same time. Love the pile up post game over.
hey this is really cool! my first two thoughts were "this needs health pickups" and "i want to control the shooting dude too" but after several tries it seems to me that both of these things are entirely unneccessary - the core loop is fine as it is :) if i had to criticise anything, i'd like it to have a bit more, uh, precise handling and maybe also some cool drifting techniques implemented or something
also, imo this could make a nice "full" game
( also, i will graciously ignore the fact that this is not an fps ;D )
brendon is this really "first person"?
jk, i like it a bit. a lot different then what I'd expect from you. Wish there was a little barrier on the edge of the map though.