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Thanks! I wanted to make animations for parts of the background which would have made it more visually interesting, but I was happy with what I had and I didn't want to risk any performance issues. I'm planning on expanding out the game after the jam ends with more levels and cars (and perhaps an actual story line!). I'd like to do a system say where say after 8 laps you unlock the next track and even implement some car upgrades. So far this is my best release by far and the first game I've actually been considering to keep working on. I appreciate your feedback thank you!

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No problem! Yeah, that sounds like a lot of fun. I think my entry may be my best so far as well. It received the most polish I've given a jam game and it had a sizable scope.

Yes I was wondering how you accomplished your scope!!! Lots of planning and preparation I assume. Impressive work for sure.

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Thanks! I discussed it in a comment on my entry's submission page, but planning and preparation did not come into play lol. I couldn't really think of a cool mechanic that ties in with the loop theme, so I interpreted loop as repetitive, and whats more repetitive than grinding in a RPG? I had always wanted to make something like this, but didn't think I was able to until possibly now.


So I decided on the RPG and made its scope much larger than I knew it should be. My process was to separate every idea/mechanic into three categories: 1) must haves, 2) should haves, 3) would like to haves. I then starting on building out the core features. At the end of a session I would compare my time estimate to the actual time it took to complete, look at my "would like to haves" and scrap parts that I knew would take longer than I had left. I repeat that process, until I had the must haves completed. By then, I only had time for polishing, so selling items (a should have) got scrapped. Wasn't detrimental, but buying items was more important.

Overall, it was a fun project and I exceeded my expectations!