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Neon Velocity: Super Overdrive's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #28 | 3.914 | 3.914 |
Visuals | #50 | 3.771 | 3.771 |
Fun | #72 | 3.229 | 3.229 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Interesting MarioKart clone. I totally stuck at Rainbow Road though, so this was way too hard for me XP. 3D in GameMaker is crazy!
It's kind of hard to tell the difference between the fields by the names, but maybe it's because I died too early and gave up before I hit the interesting features.
Also, maybe I would have done better with a controller.
How long did it take you to make the complete game from concept and to this point? Did you create all the art and music yourself? Are you a solo dev?! Are you a self-taught programmer?
As a starting GM dev, I'm just wondering how long it took you to learn all of this., especially since you are dealing with 3D. O_O
Using a controller helps a lot, you get analog steering which makes it easier to make small adjustments (keyboard has you use maximal turning at all times)
I started learning code through a college class that taught Java and C++ basics, but everything from that point onwards has been self-taught.
All the art and music is custom and made by me! The art is mostly grids and solitary colors, which look interesting thanks to being mapped to polygons with 3D lighting.
Music is actually pretty easy once you get past the massive barrier of entry posed by the language, it's possible to approach it both mathematically and by pure feeling so there's more than one way to do it right. I recommend checking out "Shady Cicada" and "8-Bit Music Theory" on Youtube if you want to get a headstart. (Though like with anything else, it takes practice to be good and there's no shortcuts to greatness)
I tend to reuse a lot of code recursively between projects (which is a pretty good strategy overall, try to make your code into reusable libraries whenever possible!) so it's very hard to estimate the total workload that went into this... some things are so old I've forgotten when I made them.
Technically, if you are a good programmer, you SHOULD be reusing code. Haha. ;D
The fact that you are still using stuff that is that old is really saying a lot to the re-usability quality. You've basically made your own application framework on top of GM! It must mean you have good comments / documentation. ;)
Though, I just started gamemaking a month or so ago, I actually program in C for a living (although for much simpler systems than a game), so I'm not just making this up. ;D
Yep, this one will win for sure. I have nothing to suggest other than fullscreen support.
Also, hey, you stole my idea of using Neon as a chemical element ;)
Stunt car racer & Hard Driving - in next century.
I cannot imagine, how you created the levels in GMS, as 3D is a hidden, pro's realm for me. The most spectacular of all submissions I have seen. (I always finished at pos. 15. )
Amazing game! Wow, never thought I'd be playing something like fzero in this game jam! A very well crafted, polished, visually stunning, with nice controls, scoreboard, interesting track design race game. A full fleshed out race game, that shows the huge potential for 3D with Game Maker. It looks professional to me! Very well done!
Impressive 3D GMS racing game YAL! - Reminds me of F-Zero GX etc! - Rated... :)
A lot of fun to play and some neat 3D visuals!
Also, really like the background music!
Is it the most visually appealing game I ever played? You bet!
Wow amazing visuals, great job!
This game is so fun, as was your previous one! ;P
All in all it's still impressive, time frame or not. Love the effects! Great work! :D
RESPECT GAME MAKER 3D.
The production quality in this is insane for a jam game, even down to the neon 80s-esque post-processing.
Game is wicked fun to play! would love online co-op! visuals make me want to vomit but are nice to look at, wouldn't recommend this to car sick people but yeah, those are my thoughts, motion sickness but massive fun. https://www.twitch.tv/videos/1064516191 @01:41:39
Um jogo muito bom, não conseguir pegar os controles direito de primeira, mas o jogo em si é espetacular em cada detalhe
I remember seeing this when you first uploaded it, gave me a lot of motivation thank you! Still such a blast to play
I love it! It's impressive you were able to make a 3D game in such a short amount of time. The only negative thing I noticed is that I clipped through the floor sometimes, but other then that, awesome game!
It's fun, I like the video-casettey look, nice one
An interesting race! Good job! =)
Really like this! - Best of luck Yal!
This seems like the same game as https://yaru.itch.io/daemon-detective-racing-zero (a game you made before the jam) but with different art assets. The UI is identical, the tracks are identical, the game feel is identical.. I feel like an asset flip shouldn't be allowed in this jam :/
The game balance is completely different (no attack items, fewer racers, improved AI) and I've done a lot of art direction changes (TV effect, consistent vaporwave theme) so I'd prefer the term "remaster". And there's nothing in the jam rules that explicitly forbids it... in fact, here's an official statement from the Yoyogames staff running the event that says this was left in intentionally.
The term "remaster" is definitely more applicable here. But when they state that you can reuse assets I feel like that doesn't mean you can reuse an entire game with minimal programmatic changes. Typically a game like this wouldn't fly in most jams, and it feels to me like this game wasn't made FOR THE JAM. I think people who make their game within the timeframe of the jam are more deserving of the prizes than a game that was made in a much larger time period than the jam allows with minimal changes added during the jam time.
EDIT: At the very least I would recommend adding a disclaimer to the top of the game's description that says it's a remaster of a game you've made prior to the jam. I believe it's misleading to not mention that this jam game had roots as another game before the jam.
The game is obviously fun, and has insanely good visuals which fits to the jam, but I kind of agree with Carson K. It looks and plays almost identical to your previous game. Seems like you repurposed a previous game to fit the jam rather than try to make something for the jam, perhaps because of the prize? Either way, its up to YoYo to decide for that, but for me personally, I don't think repurposing a previous game fits the jam spirit. If you tried changing the gameplay, and maybe added more things having to do with neon, maybe that would be different. I don't think taking attack items off was really that big of a change.
Good Job, Yal. Very impressive.