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alexw128

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A member registered Jun 22, 2022 · View creator page →

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That sounds exactly like my experience with debugging anything, feeling around the edges and weird output of a problem until you suddenly piece together what's going wrong with it in your mind. 

Yeah some radio chatter might add a little bit of flavor to the game for sure. Daytona USA is great and I haven't played Daytona USA 2 that much but it seems fun as well. Have only toyed with it in emulation, where it's kind of a broken mess. I really wish Sega would rerelease that. Or make a racing compilation with Outrun, Turbo Outrun, Outrunners and Outrun 2 on it. But I think they lost the Ferrari license which complicates things. 

Daytona and Virtua Racing kinda make me want to make a low res polygon racer too haha. But there are a couple of those out there already. 

Well that's great you figured it out, that's an unusual bug, definitely something that's hard to test and catch yourself, I never would have even thought of it. 

That's awesome that you have so thoroughly detailed the driving model for the game and have so many different factors playing into it. There's many racing games out there now and in the past that just don't achieve the fun factor and sheer joy of driving that Outrun captures, and what you've got going here. Sega sure made a lot of great racing games. One thing you have to be sure to add is a great game over screen, in the proud tradition of great Sega ones in Daytona, Sega Rally, etc. 😄

Interesting, I have heard of issues with some geometry as far as rounding errors and whatnot when it gets to be a great size. Really only a problem in very large open world games though I think. I've thought about trying to recreate that SNES mode 7 look and make a racing game like that, but getting the driving feel down just right is the make or break of a great racing game and I think you've got that for sure. 

Hi Sk1ds! 

I'll give that a shot when I boot up the game next thanks!

As far as I know I was using the options file that came with and inside the v0.40 zip and haven't altered it. I'll let you know if tweaking the corner sharpness slider fixes it. 

By the way how did you achieve that cool endless plane look of the ground/road in Unity? It's a really neat effect.

Thanks!

Hey there, I'm running into an odd glitch on the 0.40 test version where in all modes after the first straight the turn is compressed into a extreme angle and everything gets messed up. Just wanted to see if that was a known thing.

Also, congrats on the new baby!

Also, also, this is a fantastic tribute and game, love what you've done here. Outrun is awesome and I think you've managed to distill what is awesome about it and even amplify and enhance it. Very cool. I've thought about attempting some kind of retro racer too and never dived in, maybe I should try it with my average Unity, art, and coding skills haha. 

Thanks!

This is great! Really impressed with how polished this is, sound effects, music and well done graphics. And your targeting and physics for the fruit launching is pretty cool. Only thing I think it could use is a little more instruction for the player, took me a little bit to figure out how to do anything with the fruit even after reading the instruction page. But that's something for a final release, amazing work!

Yep it sure does need some work. 😁 Thank you for trying it and the compliment!

This is a deceptively fun game. Great job!

This is a neat idea! Well done, I'm impressed with the fidelity you were able to achieve. Music and sounds too!

Thank you for trying it! Yeah we were ambitious but ran out of time. Games are a lot of work with sometimes little to show for it 😄

Thanks! Hope to finish it.

Thank you!

Glad you enjoyed it! We debated having a turn limit, but it probably is a good idea to keep a sense of urgency to the game. But we need to indicate the turn limit to the player for sure. Thanks for playing!

Yep, we've got some room to improve in the how-to-play department. Thank you for giving it a try!

(1 edit)

Thanks for playing! Right now I think the combat basically boils down to choosing the highest rolled die like you said, although if the die is "enhanced" it always rolls the max value. Also dice that you don't select stay in your hand the next turn and get rerolled. I know we don't convey that or enough information to the player, we unfortunately ran out of time before we could do any real play testing. We would like to add some mechanics to the combat with items, where you could freeze the value of a dice, or face enemies that could only be damaged by certain values like prime numbers or something. Glad you enjoyed what we had though!

This is awesome! Really impressed with the entire package, great visual style, tight gameplay, cool 3D dice on 2D graphics. Just all around a well done game. Love the dialogue and the sounds effects to go with it!

What a fun little game! I love the amount of polish put into it for a jam game. Everything controls nice a snappy and it's an addicting game loop. Well done on the pixel art as well, looks fantastic!

Thank you for trying out the game! I wish there was sound as well, unfortunately that was last on the priority list and that list got cut off when we ran out of time. Speeding up the player movement is a good idea, or even having an animation at all haha. There are definitely a lot of mechanics that could probably improve and tweak things. 

Thank you so much for your detailed analysis! Yeah basically all of what you mentioned we'd like to address, we weren't able to do much play testing and refinement in time for the deadline so some things went by the wayside. I'm glad you were able to figure it out, despite our best efforts, and see what we were going for. As for the Chungus, well that's the result of late night tired ideas creeping into the game, haha. We've got a lot we can do to make it better and a lot to learn. Thank you for taking the time to play it!

Thank you very much, I definitely agree we could've used some sound. When it's not there it's a very obvious missing piece.  Thanks for playing!

Completely agree on the presentation front, ran out of time there. Thank you for taking the time to comment and for trying out the game!

Thanks so much, glad you enjoyed it!

This is great! I think we both actually came up with similar ideas for a game, ours is not nearly as refined as yours though. I love what you did with it. Finely polished, and an expertly crafted experience. It was very addicting! 

That's was pretty cool! I liked your graphics, and the running up the wall mechanic was fun. An interesting idea!

That was a really well made game! Great idea, great style and presentation, deep game mechanic. I'm very impressed. 

I'm impressed you were actually able to do something in 3D! A fun goofy time. 

Love the punk aesthetic going on, well done on the graphics, and the dialogue choices are something else lol. 

This is pretty awesome, I love the low fi polygon aesthetic and it works so well visually, and you have music and sound to top it off. The only thing that confused me was how the dashing worked, sometimes I would dash far and sometimes only a short distance. But overall well done, loved playing.  

Interesting take on a platformer, your main character was really cool, it was a little confusing for me to figure out how the dice impacted your abilities, but I think you came up with an neat idea that could be taken further. 

That was a very cute game, loved the presentation and it was very polished. And it controlled very well, rolling around was fun. Great job!

This game needs some tutorials, and more information about how it works, our apologies in advance. :)