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A jam submission

PounumpleView game page

Submitted by tanolino — 16 hours, 8 minutes before the deadline
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Pounumple's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#133.5003.500
Gameplay#212.8332.833
How do you rate the game overall (you can consider fun, dev time, etc.)?#242.6672.667
How well does the game fit the themes?#322.6672.667
Audio#341.0001.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
6 hours

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Comments

Submitted

the idea is fun, but the controls feel too wacky, altough it's probably a skill issue given that i don't play car games and should not be trusted with a car

Developer

It is more of a skill issue on my side, I couldn’t dial in how to control the vehicle in time. So it is a bit too hard for my personal taste. The vehicle controller in Godot is not the easiest to “just” try out in a game jam (even though it took me 6h already).

Submitted(+1)

Difficult but a clever idea, and I can absolutely see why it was hard to get finished anywhere near the time limit. Every time the car flipped over it reminded me of playing with RC cars as a kid, so fun memories. Congrats for getting this out for the jam though, it's a fun challenge.

Submitted(+1)

Fun if not a little difficult! It actually kinda reminds me of Blast Corps for the N64- a game that I absolutely suck at, so maybe the difficulty is actually fine (:

Developer

It ended up harder then I had planned. But the time was too short to make the car better controllable.

Submitted

It looks fun, but it won't run for me.

Developer (1 edit)

I will add a Linux and Windows build, maybe that helps.

Submitted

I have a mac. Also, it's the web version that won't run. I posted a topic about it, and one person said that in godot they had to fiddle with the settings to get it to work. I think they said the SharedArrayBuffer toggle on itch helped.

Developer(+1)

I already toggled that flag on. Otherwise I can not play the game myself (on Chrome). I will add a macOS build because that appears to be easy with Godot, but it might not work since I don’t have any tools here to test it or (officially) sign it.