I like the visuals! I included it in my Yogscast Game Jam compilation video series, if you’d like to take a look. :)
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Kross Kart's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Vote on your favourite game! | #59 | 1.715 | 2.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
It was... an experience. For it being your first 3D game and learning Unity at the same time it wasn't bad, unfortunately felt nearly unplayable. If your going to force the use of a controller at least take advantage of it's biggest benefit, it's linear analog control. With the turning speed being either on or off (and way too fast might I add) I might as well have been playing with a keyboard. Still the idea was interesting, would like to see where you can take this post jam.
Thanks for trying my game! Sorry it was nearly unplayable for you tho :(. I appreciate the honest feedback, and am looking into making good use of it! At one point there was incremental turn speeds, but it got lost during the implementation of a different, broken function. I will be sure to fix that soon! I'm also fairly certain the turn speed is affected by frame rate, which is a bug I knew how to deal with in Godot and thought I knew how to deal with in Unity, but I think i'll have to look further into it. Updates are coming though! Again, sorry you had a... experience lol.
Sorry if my comment came across a little too negative I was a bit tired at the time. I'm actually fairly proficient at Unity at this point so here's some tips, Time.deltaTime tells you how many seconds have passed since last Update(), it's a floating point value. There is also FixedUpdate() which happens a set amount of time apart and the time delta there is Time.fixedDeltaTime. When using physics, the physics engine usually updates on FixedUpdate() so it's best to apply constant forces in that function.
I thought there was a compatibility issue because the game was frozen on the first frame. I had to come to the comments to know that it needs a controller to be played. The camera stuck in the car makes it a little difficult to control and take turns. A sign of the direction to be followed or a map of the track would already make a huge difference in gameplay. The use of the theme was well utilized! Unfortunaly controlling two cars at the same time maybe is too much for my monke brain :v
Thanks for trying it out! I think controlling two cars at once is always gonna be a brain-bender, but the rest of the stuff I can definitely fix! I was wracking my brain to try and find a quick way to help people tell what direction they are going. Those red and blue arches on each track were supposed to light up as you passed through them, so you could tell which ones you've been through already. Unfortunately I couldn't get it working in time :( and yeah the camera needs some tweaking too! Nevertheless, thanks so much for playing, and for the good feedback!
As mentioned on stream, the main issue I had with it was that the turning was way too fast/twitchy. I think if you could figure that out you could turn this into a really fun little game. The retro graphics fit really well too.
Was going to mention the controller issues, but I see other people have been having them too. Played it with a PS4 controller. It worked, but was very, very sensitive. Looks very nice though!
Hey, I'd love to play this game but it seems to freeze on the first frame for me - button inputs don't seem to do anything either. It's a shame, too, since it looks so nice! Do let me know if you have a fix!
I could only control it with my x-box controller, and it was super sensitive. I also had a hard time figuring out what was going on - the fast movement and pixely graphics hurt my eyes.
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