Really nice art and music, the ships a bit unwieldy but its a neat idea :)
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Toverdrive's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #62 | 4.000 | 4.000 |
Sound | #143 | 3.278 | 3.278 |
Creativity | #319 | 3.167 | 3.167 |
Gameplay | #385 | 2.500 | 2.500 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Were the art assets made during the 48 hours?
Was all the music/sound created during the 48 hours?
Comments
The ship is impossible to control (especially during collisions) but wow, all the art are awesome !
Collisions are a bit crazy and movment is slow but the ship looks amazing!
Game looks great, also a very interesting choice of genres, I would have never thought of combining those two!
Sure the controls need work like the others said, but that's only with 48hrs, I'm sure you can really expand on this idea if you keep on with it!
Keep it up :D
Overall the game is nice and the concept very intersting ! As everyone else said, the controls are heavy and not very responsive ^^.
I saw your reply to another post and yes you should have trusted you more. You can quite easily make a simple controller that works fine. Even if you don't have all the features that you want, at least you know what you're doing and you can improve it bit by bit without breaking the whole thing ;)
But great job overall, the game is great beside that, nice art and music too :D
Creative concept, but the controls were a bit too loose for my tastes. This is definitely a concept that deserves to be fleshed out further though!
Cool art style! Controls could be a little bit more fluid, but great work for 48 hours!
art and sound are incredible! the controls are not that great(prob used the Input.GetAxis and not Input.GetAxisRaw). Such a creative game!
Hello, thanks for the comment.
To give just some insights. For the controls we used an "old" Unity asset package thinking that it could make the development process smoother. Little did we know that the main issue than would be "that adjustment we made to make it work for our scope broke, quick let's fix it". I was worried that scripting the whole controller for the vehicle would take away too much time so we choose that route and in the end did not pay too well. The lesson is indeed to trust ourselves more and not be afraid to commit more time to the foundation of the experience. Sorry for the long reply but I like to share what I learn when I'm jammin´ ;)
The enemy had no issue causing a fender bender while I figured out the controls 😂
Models looked awesome! Turning was a bit touchy, still fun though!
Hey, way to go, this is a really fun idea! I love the visuals, the tron sort of vibe makes this really fun. I found turning a bit difficult, and I was able to win by just driving back and forth over a single orb spawn. But I think the groundwork is there for a racing game with a very unique goal!
The game felt a little bit clunky but overal was fun and was an interesting idea.
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