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A jam submission

Go Tower GoView game page

A racing game with tower defense mechanics
Submitted by Michael Ramirez (@mmmmramirez) — 18 hours, 2 minutes before the deadline
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Go Tower Go's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#173.9093.909
Fun#203.4093.409
Overall#243.4553.455
Theme interpretation#403.0453.045

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

this was really fun, nice job!

(+1)

I really love the art style from the screenshots and what you shared in Discord. Unfortunately I managed to crash Wayland from attempting to run it in-browser XD didn't even think that was a thing!

Developer

ah geez, sorry about that! I will say the downloadable linux build is way more stable and performs a lot better. If you happen to try that out, I'd recommend leaving the "extra entities" option off and maybe even the background option off. Thanks for trying it out and the compliment!

Submitted (1 edit) (+1)

Oh cool, you did the racing tower defense. When we were chatting about it on reddit I envisioned a top 2D game, so I didn't except this. The drifty controls  are pretty nice with the occasional physics hiccup (but that was no longer an issue once I switched to a native build). The aesthetic is super neat too.

The tower-placement is a bit confusing and I don't get why the control scheme mixes WASD with arrows, but that might be just a me thing.

Developer(+1)

I think everyone has complained about the keyboard controls 😓I was planning on adding things and switched to using gamepad more toward the end and then ran out of time. 

There's a lot of things I want to fix / add including changing the camera. I might need to embrace 2D more. Thanks for playing!

(+1)

Drifting more fun than mariokart

Submitted(+1)

It looks fantastic. I was trying to use the mod-outline crate for something myself - going to return to it.

Developer

Thanks! It's a neat crate, I may like it a little too much. It visually looks cool but can also help highlight things for gameplay reasons

Submitted(+1)

Unique art style! Did you change the StandardMaterial for the lines on the edges?

Developer(+1)

Thanks! I used the bevy_mod_outline crate. I had to make a fork of it because there's a weird issue with wasm on some linux machines (like mine ;_; ) but it's basically the same crate.

Thanks for playing!

Submitted(+1)

I'm bad at racing games but somehow I won this =D

I thought it was fun and I liked that there were setting options even. It'd be cool if there were some sort of indicator that one of my towers hit another player

Developer

Yeah, I had trouble knowing how to balance it well haha, glad you won though.

I wanted to add something like a popup in the corner or a sound but ran out of time. Also to have some indication when a player gets eliminated would be cool. If I continue working on it, I'll definitely add that in.

Thanks for playing!

Submitted (1 edit) (+1)

Another high quality @mmmmramirez submission! The idea of a multi-lap endurance race with players changing the course and not necessarily trying to be in first place is pretty intriguing! As it stands, I feel like the camera and tower placement could use some work. Trying to gauge where exactly to drive either to avoid or place towers seems difficult. And I think my car's shocks were busted and I bounced off the track a fair bit. There's a lot of cool stuff going on here though.

Developer

thank you 🙏

yeah, I definitely feel like I'm just scratching the surface here. I had a bunch of ideas but tried to keep it simple for the jam.. the towers are setup to "deploy" on the side of the track you're closest to (more or less, my math was a little hazy there 👀) and they're setup to shoot at the spot your kart was at when you deployed them.. so it's like a tactic/challenge where you'd be trying to drive to where you want the tower to shoot.

Thank you for the great feedback! In retrospect, I definitely got used to racing the track; that's a lesson I need to learn for sure.

Submitted

> shoot at the spot your kart was at when you deployed them

Ohhhhhh. I had the completely wrong idea about how that worked, haha. I think this was just based on how the towers seemed to end up at slightly random distances from the track edge.

Developer

Yeah, I wanted it to like... spawn small from where your kart is and move forward so it's a little more clear that it's like... aiming at where you are/were but ran out of time

I am curious regarding the camera controls... did you play with a controller or with keyboard?

Submitted(+1)

Controller, but I don't remember even attempting to control the camera, haha. Perhaps that's my issue. From memory, I think I just felt like the camera angle was maybe slightly low, and that the "camera smoothing" or whatever was a bit overdone. That is, the camera lagged behind too far in tight turns.