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Torq's Late (to the Grand Prix in the Attic Upstairs) [Jam Ver.]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #254 | 4.040 | 4.040 |
Style | #313 | 4.289 | 4.289 |
Enjoyment | #329 | 3.892 | 3.892 |
Creativity | #631 | 3.940 | 3.940 |
Ranked from 83 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?
The main character is a tiny toy car, who builds himself up with upgrades to scale an open level design.
Development Time
96 hours
(Optional) Please credit all assets you've used
https://peachanas.itch.io/150-lowpoly-furniture
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Comments
Wow, really good looking game, nice job!
Thank you! :)
Genuinely a fun game. I'm terrified as to what the team were capable of, if they had more time. Well done.
Haha thank you so much! Not sure if I'm allowed to shill during this, but if you're interested, we're nine months into our main project: a mascot 3D platformer/vania starring a fighter jet character! You can see gameplay clips on my Twitter. Thanks again! :)
Game is soo pretty! Looks so good (i have something weird with random lines, i have a radeon gpu - i think that may be the reason)
but still
I really, really like how it looks.
Gameplay is unique (playing as a wind-Up toy car), and level design is fun. too! Upgrades are great addition, and something to look forward too!
i wish i could play a finished game!
Oh wow, that's definitely weird. If you don't mind, may I have a list of your PC specs? I'll pass this along to my partners, and with luck, we'll have a fix for this after the jam -- if you ever decide to replay. Thank you for playing! :)
Okay!
So - cpu - ryzen 5 7600X, gpu - Radeon rx6900, ram - ddr5 32gb.
My monitor is ultrawide ( 21:9) with 3440 by 1440 resolution - maybe something with that?
I Love the 3D pixel art style, it looks clean and consistent, you will get used to driving this car, but I don't like that I have to release the space key first when jumping, 8/10 for me!
Thank you for the kind words! You're not the first to criticize the jump release, but the reason for its existence was that we originally were going to build a charge-up jump, and scrapped it without updating the controls. Some people ended up liking it, and others didn't, so we'll have to see about expanding the options menu in a post-jam update. Cheers!
Great effort! The pull back mechanic has some great tension and nuance. Felt cool to realise the ways it interacted with the brake, like the trick of braking before release to reduce initial speed. The level design really brought out the best of the mechanics: the few chokepoints in the game gave a nice opportunity for the player to optimise their route on the way there and take on shortcuts dotted along the path for a bit of optional difficulty! The sound design and mixing was also spot on.
In terms of critique it's only two small things: the jump triggers on button up instead of button down which messes with my timing (skill issue), and I would prefer if as you're pulling back the car turned in the same direction as when you're going forward, if that makes sense (e.g. pressing right always makes the car turn clockwise, forward or backward). (I know in terms of real steering that's accurate, but that's the one bit of tension in the pull back mechanic that I could do without. I know, skill issue!)
Thank you for such robust feedback and critiques!
To tell you the truth, the reason for button up jumping was because we originally were going to give it a charge as well -- however, we figured out pretty early on that that probably would have been too much for the player to reliably keep track of. We just didn't have a chance to update the input with 500 other things left to be done! We'll also see about adding an invert option for reverse turning after the jam.
Thanks again! :)
Not only is this game super adorable, it employs a novel movement mechanic in the pull back motor that makes navigating the world all that much more engaging. The difficulty of the game ramps up fairly smoothly, allowing the environment to show the player what our little car friend can (or can't) do. There are a few challenging moments (the clock on the shelf had me for a little while!) but I never felt myself getting frustrated with the game. I found myself really enjoying exploring the room and collecting every coin. Fingers crossed that the devs expand this concept into the future!
We'd love to do a post-jam update that refines some of the level design and expands everything with features that couldn't make it in. Congrats on the 100%, and glad you enjoyed playing!
Very unique! made me remember the Toy Story 2 movie and a hot wheels game I played when I has little😂
Thank you very much!
Wow! The game looks great!
Thank you very much! :)
Really impressive for 96 hours . Great physics , great controls , very fun , charming graphics .Top marks! Maybe make some of the obstacles a bit easier , I started getting frustrated at some point.
Thank you for all of the kind words! And yeah, there's no denying I made some of the platforming more brutal than others. I'd like to tweak things for a future post-jam update.
Loved it!
Thank you so much for playing!
Not only played, I collected all 200 coins and bought all the upgrades (the coin on the column near the TV was H-A-R-D).
Truly loved it. Thank you. <3
Fantastic! The drifting felt great and it gave me nostalgic Toy Story 2: Buzz Lightyear To The Rescue vibes with the level and tokens.
Toy Story 2 was a huge source of inspiration for both the concept and the level design! I'm really glad that came through! Thanks for playing :)