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Pulse Race's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #77 | 2.858 | 3.500 |
Gameplay | #107 | 2.586 | 3.167 |
Overall | #109 | 2.756 | 3.375 |
Authenticity (Use of resolution restriction) | #116 | 3.538 | 4.333 |
Graphics | #144 | 2.041 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I don't understand that language of the game, but I understand the gameplay. Although it gets time to get used to the controls, it actually a funny racer to play. Well done!
PS: If you have the time, please try out my entry https://itch.io/jam/lowrezjam-2018/rate/293637 (don't forget to rate it : ) )
Cheers
quite tough to predict when to steer with such a small resolution, but it works after you memorize the path ;-)
Gave me a strong F-Zero vibe! Interesting idea with a lot of potential and a few flaws - I didn't understand any of the in-game text or HUD elements (wasn't sure if it was an invented language or just a blocky downscaling) and the AI was too hard, able to take 90 degree corners immaculately while I was sliding all over the place, losing health every time I lost where a corner was.
Plenty to like here as well, though. The MOD music is ace (and the sound design is well-fitting), the graphics while simple are very clear and made the lack of text a non-issue, and the actual feeling of the game - the smooth and easily-grasped controls with the physics of the player - is lovely. Great work for two days, could be excellent with extra time!
Thank you! Yeah, it is actually an invented language, made by corrupting some characters. Not sure if I'll keep it in a full release.
I'm happy that you liked the Amiga mod music. I should go for it in a full release as well.
AI was probably my biggest struggle. With more time, I could make it more natural.