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Smuggler's Run's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2364 | 2.667 | 2.667 |
Overall | #2692 | 2.667 | 2.667 |
Originality | #2710 | 2.833 | 2.833 |
Presentation | #3145 | 2.556 | 2.556 |
Ranked from 18 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?
As you take damage (represented by starbursts on your ship), your controls become steadily less reliable: Can you keep maximum speed when you can't steer?
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
I liked the balance between trying to go as fast as you can and having too much momentum to dodge hazardous space debris. It was a lot of fun to zoom around the track, great work!
hey this one is pretty fun! especially as i wracked up enough damage to really have to start fighting with the controls. that said i think you could push the gimmick a lot further— it felt like it wasnt until my tenth sprint of charging through every obstacle in my path before i started seeing some serious effects on the ship. even then it felt fairly trivial to wrangle controls together long enough to finish sprints.
there are a few things i could imagine would help your game out in this respect
i think this has potential for a really neat timewaster sort of game :)
Yeah, short straight tracks were easier to get working in the jam period, I’m imagining a version that basically has two or three possible paths, one that is heavily mined, but relatively straight and easy, and two that are more and more winding but with less of the mines to mess with you.
There is a punishment for going out of bounds! If you go out of bounds, time ticks down twice as fast. I probably should have changed the clock’s color when it went into penalty time or something, but didn’t have a chance to play with it.
And yes, I definitely want to experiment with the controls and the way things fail way more!
Thanks for your comments!
I didn't understand at first that I couldnt start early, but once I understood that it was a neat little game! Awesome job on making this. I sucked a lot of dodging mines, but i had fun!
Well, you can start early, you just take an increased time penalty. <.<
At first i thought that the mines were collectibles, maybe there is something to be done here. Otherwise neat entry, navigating the mine field was pretty fun , while trying to go as fast as possible
Good job! I played for a little bit and enjoyed myself. I'm not *quite* sure what the goal of the game is - sometimes I would race past a finish line into a blank space before trying again, and sometimes it would send me back to the title screen. I also think some sort of visual representation for the health would have helped. Overall, though, nice game!
I'd appreciate it if you checked out my game, Mirage, as well! Thanks.
It’s just an arcade racer. The goal is mostly to complete as many courses as possible. Didn’t have time for a score system, but a future update might include that to help with that.
When you’re returned to the title screen, that’s just you ran out of time. If you pass the checkered banner, you “completed” the course.
Will add those details to the page.
Pretty cool concept, the ship definitely felt out of control at times :)
If you have time, please check out the game I worked on for the Jam called "Foobar". Thanks!