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Tiny Machines's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #2 | 4.000 | 4.000 |
Overall Good | #3 | 3.250 | 3.250 |
Gameplay | #6 | 3.000 | 3.000 |
Modifier | #6 | 3.500 | 3.500 |
Overall | #7 | 3.042 | 3.042 |
Sound | #12 | 2.000 | 2.000 |
Overall Bad | #13 | 2.500 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
Based on a combination Rally-X (1980s) and Micro Machines (1990s) using a retro pixel style and colors.
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Comments
I liked this submission because it has a solid foundation in the gameplay and concept. Since I wasn't alive in the 80's and barely the 90's I don't get much of a nostalgic trip from this, but it does remind me almost of playing with hot wheels or LEGO and driving the cars around little obstacles set up on my bedroom floor or desk.
I think given the time to polish this it could be really cool, especially if you were to make the level different sections of a home so like a desk level, living room floor level, backyard, etc. Basically the locations of Toy Story as told in racing form.
It was pretty neat man, good job!
Thanks man. I'm glad you liked it. I love your suggestions for the levels. I'm definately going to work on this some more. I'll keep you posted. Thanks again for the feedback.
Thanks again for your suggestions for this game. I haven't added any additional levels yet but I've made some changes to the aesthetics and updated the test level. I would love your feedback on the changes.
Yeah I saw the update in my feed last night but i was too busy updating my own game. I’ll check it out after work tonight!
Hey man I tried out the updated version!
I like the new model additions of the textbooks and mugs. I also really like how the border is now tape that has little folds and torn parts, adds exactly the sort of feeling I was talking about.
It was also nice having the variety of cars, the exposed circuit board was my favourite, gives a certain low budget charm like it was made in some after school robot club or something similar.
Also noticed the pixel filter is gone, makes it less retro but I'm not sure thats even a problem if you keep trying to nail the look of the levels.
Nice update man, I look forward to more!
Also if you're interested I recently made a small update to my submission for this jam (plug, plug) though compared to what you've done its a fairly minor update.
Hey man. I'm sorry I must have missed your reply in my feed. Only saw it today while reviewing feedback before starting another round of updates for this game. Sorry about that. I really appreciate the feedback. Keeps me motivated.
I did check out your updates on Out of Order. Looking forward to Episode 2 :-) Are you still working on it?
Thanks again for the feedback.
hey no problem man, glad to see you’ve kept up game dev.
I took a break for the month of October because I wanted to make a separate horror game but that didn’t pan out. So now I’m back on to working on Out Of Order episode 2. Currently I just got some code refactoring, a little bit of modelling and some environmental interaction stuff done since the last update, but I’m hoping to start leaning into development this weekend.
Too bad about the horror game not panning out, but best of luck with Episode 2!
Ok, this is another really good entry! Reminds me of games like Toy Racer or Micro Machines from a graphical perspective. However, I think that threw me off at first. I think this game is best played slowly and methodically. Driving uses very little energy compared to hitting an object at high speed. With the slow turning of the car's wheels, it makes it much easier to turn at little/no speed compared to at high speed.
Using the slow methodical approach, I managed to win the game with 82% battery left. I think another constraint, such as a time limit, would help increase the difficulty (maybe the battery could decrease while idle, rather than only when driving.).
This game was really quite fun though, and I think that again, it really fits the theme. Thanks for taking part in the jam!
Thanks. I really appreciate the feedback and suggestions. It's my first game jam entry ever, so probably wasn't exactly to this jam's brief (other than the retro part). Now that I've seen the other entries, I look forward to trying again next year with a better (or, should that be worse?) entry.
Thanks again for your feedback and suggestions for this game. I've made some changes and the battery now decreases while idling as you suggested and I think it has definitely improved the gameplay. I would love your feedback on the latest build.
I liked Micro Machines back in the day, this is a nice callback! I had fun, would have liked if there were a few more levels, but I understand that the jam duration limits such things. I (unfortunately? with this jam theme) didn't really find much bad about it. Not sure if there's much more I can add, well done with this game!
Thanks for the feedback. Yeah, there was not enough time to finish, but I will spend a little more time soon on this at least to finish off this first level. And then possibly add a few more levels? Will keep you posted. And, I promise to do worse in next year's jam ;-) Thanks again for the feedback.
No worries! It would be nice if you added some more indeed.
I hope we'll all do worse if and hopefully when SBIG 2020 rolls around. :D
I haven't managed to add any more levels to the game yet, but I have made some changes that hopefully improve the aesthetics and gameplay. I would love your thoughts on the changes before I start working on additional levels.
I gave it a try, you really changed a lot! I'll try to compile my feedback from my playthrough:
-The aesthetics of most of the level and the cars are quite nice, the car without a hull is a cute touch. I don't know if it's just personal taste, but I am not a big fan of the wood texture of the table (or rather the individual boards, specifically, I think a texture without strong lines is a better fit to your level layout). I like the tape marking the level border a lot, I can't remember if that was in the last version already.
-The individual cars seem to control differently? I did not test long enough to verify that, but the hull-less car (Sorry, did not remember the names) felt extremely hard to control. If that's intentional, you could consider adding a description to them in the next build, maybe give them difficulty ratings? (Or make it so that different ones are more suited to different levels, but that might make the selection moot)
-I would suggest against using the floppy disks as damaging colliders, since there's also a ramp with them that you have to drive up on. I crashed into them once without much thought and died, which is not a big deal to me, but I think consistency in what hurts you is probably a good thing to aim for. (Or alternatively, giving damaging objects a visual cue like a red border might work, but I think that would make the game look less nice. Though you could make it fade in only when closing in on the object or something, I guess)
-I can't remember if the last version had sound, but I think it did. For some reason, there was no engine sound for me after selecting a car. I don't know if it's a bug? On the note of audio, the victory sound seems quite loud compared to the other effects, which startled me a little.
-This test level seems to need some quite specific navigation to be able to make it even without touching (m)any objects. I think it's a good level overall, but I think I would place it later in the game when you add more other levels.
-You seem to have removed the ability to jump off of the elevated objects, which I found a bit disappointing (Unless I misremember, and the old version already did not have that). I don't know if its on purpose, but I think a game like this profits from being able to do jumps off of things, I think that's a nice feeling.
I hope this feedback doesn't sound harsh, it's not intended to! I think it's great that you went back in and improved the game, and I hope any of the points I mentioned are useful to you if you keep working on the project!
Thank you so much for the feedback. I really appreciate you taking the time to play the game and providing such detailed notes. It's really helpful! I will try to address all of your feedback and suggestions in future builds. Thanks again for taking the time to review the game.
No worries, and good luck!
I love the aesthetic and the concept, but I find it too frustrating to play to be fun. If I try to rush through it I hit things and lose power. If I try to be careful and methodical, I end up bumping something and staying in contact which drains power even faster. If power was only drained on impact I think it would be a lot more playable.
Scanlines aren't really my thing, but between that and the low-res (filter?) it almost sells the retro look despite really having too many polygons and too nice lighting. The sound is good but I kind of wish there was background music.
Thank you for your feedback. I'm relatively new to game development so I'm just excited it actually worked on a computer other than my own. I'm glad you liked the concept and aesthetic (scanlines notwithstanding) and I'll definitely give more thought to your comments about gameplay if enough people feel there is potential to develop the game further. Thanks again for taking the time to play and for your thoughtful feedback.
Thanks again for your feedback. I've made some changes to the aesthetics (no more scanlines ;-) and hopefully improved the gameplay. I would love to know what you think.