Yes, the difficulty needs a little tweaking. Snowy mountains is far too easy while Green Meadow is really hard. I’ll try to publish an update before december, and maybe add a few more tracks as well. Stay tuned!
Richo
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Thanks for playing! I’m glad you had fun :)
You’re the second person that notes stomping is easier than shooting. I think we might need to fix that because if you rely on stomping and never learn how to shoot properly you won’t get very far.
Also, I don’t know how you did it but the planet with the trippy effect it’s clearly a bug. And I can’t reproduce it!
Hi, thanks for playing! I know the first waves are too slow so it’s easier to just stomp on them, but for later waves that strategy gets too risky. It’s not easy to balance the difficulty curve, though. We’re thinking about it.
You’re not the only one to dislike the aiming method. I guess the standard way would be to aim with the mouse, but I’m not sure how to implement that with joysticks in a way that feels fair. I’m interested to know your suggestion, even if it might not work for multiplayer (maybe we can find a way to make it work).
Very nice! I really liked this one. It feels super good to control and the art is awesome. I especially like the galaxy background, it looks really cool. The gameplay itself feels a little bit repetitive after a few stages but I guess it’s ok, since you’re working on improving this framework to later make an expanded version anyway.
Thanks for playing! We have some ideas about adding different types of galaxies with special planets but we didn’t have enough time to implement them yet. Thanks for the feedback.
Good point about the feathers in the arrows. I guess the aliens just buy stock arrows and it’s hard for them to find unfeathered arrows on intergalactic.amazon.com ;)
I’m glad you liked it. I made this project because I wanted to quickly generate random tracks for my game Retro Racing: Double Dash. It’s still a work in progress but if you liked this you might like that as well :)
It’s great that you’re making your own racing game. I’ve uploaded this project source code to github https://github.com/RichoM/racetrack-generator. It’s a little limited but feel free to use it, if it helps you get started. I just ask that you don’t use the car models, please.
For the car physics it took me a while to find something that feels good to control, I tried both the godot’s VehicleBody node and the popular sphere-based model but they didn’t feel like F1. Eventually I found this article, which describes the “bicycle model”. This is what I ended up using and it’s by far the best solution I found (it’s also pretty easy to implement, which is a plus).
Anyway, good luck on your game and let me know when you have something to show.
Thanks for playing! I know what you mean about the arrows but I played so much that I learned to predict the trajectories of arrows going offscreen. Maybe I should add a small warning sign when an offscreen arrow is approaching.
Regarding the audio lag, did you by any chance play the web version? I think godot has some trouble in that area but I don’t know how to fix it.
Thanks for playing! And thanks for your feedback. As I told your brother, I’ll try changing the controls to allow aiming but I fear it would change the pace of the game. I also don’t know if it will control well using a joystick…
As for the map layouts the planets are mostly random. We haven’t put too much though into them but maybe we should tweak them a little to avoid unfair situations, especially when there are just 2 players. Good catch, thanks!
Thanks! It’s funny that you liked the slippery planets because I don’t and I was very tempted to remove them. I’m glad someone likes them :)
Thanks for your feedback about the controls. I guess I’m used to the “pendulum timer” shooting style because I don’t see it as a problem at all. I will change it to aiming with the mouse and see how it feels. I’m worried it will affect the fast pace, encouraging players to spend more time aiming for the perfect shot instead of just shooting. But I will try it and see.
It’s great that you played online, we put a lot of effort in making online multiplayer work reasonably well but since we don’t have enough players it’s usually hard to find someone to play with.
I like the idea but the controls are way too hard and the fire moves too quickly. I clicked on the button but couldn’t see any effect. Am I doing something wrong? Also, I like the idea of the speech bubbles telling you how to move and stuff but since the fire is approaching fast I don’t have enough time to read it. Maybe you could have like a tutorial stage where the player can learn the controls without any danger.
Nice game, kind of like mini-golf but with constant speed. I think the difficulty gets very hard quickly, I only managed to get to level 8 and I just skipped it out of frustration (level 9 was easier somehow). I had fun trying to solve the stages but I resorted too quickly to just trial and error. I think it lacks something to make it more engaging. I don’t know what, though. Maybe being able to control the force in which the ball is shot and have the ball lose some speed over time or after each bounce. Perhaps having more variation in the layout of the levels, like some kind of circuit instead of just a rectangle, or maybe put something in the level that affects the speed and direction of the ball.
Thanks for playing! I’m glad you enjoyed it. I fixed the online multiplayer panel by adding a close button, thanks for pointing it out.
I’m not sure about the art, though. It’s hard to add zoom effects to pixel art without it looking a little weird. I’m no artist so I don’t know how to fix it but I think maybe a different art style would suit the game better…
Thanks! I’m glad you liked it. We put a lot of effort into the single player mode but still the best way to play it is with a couple of friends.
I like your idea about using the mouse, but I think aiming with the mouse could give you an unfair advantage against players with a joystick. I would try and see how it feels, though. Am I allow to change the game while the jam is ongoing?
Both versions are functionally equivalent. For 0.1.4 I think I just fixed a small bug but other than that the game is exactly the same.
However, I’m currently working on a big update that would render current records obsolete. I’ll probably release it in the following days (or maybe in the weekend, I don’t know)
Thanks! I’m currently working on a big update for the next game in the series: Retro Racing: Double Dash. If you liked this, you might like that one as well :)
Thanks for playing my game! I couldn’t catch the stream live, is the recording still available?
Thanks for the feedback, I agree about the issues you mention. I think the biggest problem is that the bots are all exactly the same, it would be better if they had multiple levels of difficulty. I’m already thinking of ways to improve on that, ideally I would like each bot to have a “personality” that would manifest through their driving skills. I don’t think I will be able to implement that, though, but I’m sure I can make some slower bots :)
Also, I think I made the car slow too much when going outside the track. That contributes to the issue as well. I think I can make it a little more forgiving so that one mistake doesn’t mean you lost the race.
Regarding the minimap, you’re totally right, although I don’t know if I would put it on the top-right corner. Maybe I will hide the onscreen controls when playing on PC and put the map on the bottom-left and a speedometer on the bottom-right. I’m not sure…
Thanks for the advice about copyright. I wasn’t even thinking about that. I was just trying to make a little joke with the obvious reference to the Mario Kart series. It would be funny if I were to get in trouble with Nintendo over such a stupid joke. But you’re right, I’ll choose a better name for the next version. Thanks!
I’m glad you noticed the update while playing on stream, that was fun to watch :)
I’ve made a new update that I hope will satisfy your daughter. Now you can choose the color of the car by clicking on your name on the drivers list (before starting the race). I even added an exclusive purple car just for her.
Thanks for playing my game! I’m glad you liked it. I had a lot of fun watching your kid yelling “I made it!” every time she crossed the finish line :)
Thanks for the feedback, BTW. I don’t know if I’m allowed to update my game during the voting period but, just between us, if you play as “Mayshing” your car will now be blue ;)
I understand now what you mean with the other way to go faster. It’s funny how quickly people find ways to exploit the jankyness in my games :)
The issue is that if I fix it now then I’ll have to remove all the current records, otherwise they’ll become impossible to beat. Anyway, I’ll think of something and fix it as soon as I find some free time. Thanks for the feedback!
Thanks for the feedback! I’ll be sure to take it into account for the next update.
The gamepad support was a late addition so it didn’t get enough love.
What do you mean “setting to remove GUI”? You mean the onscreen controls for mobile?
I didn’t feel the winter houses were too big at the time, but now that you mention it you’re right. Maybe I can rename the map to “Giants’ Village” or something :P
Thanks! Based on the feedback I got so far, my 1st priority would be to improve the AI. I want to have bots with different difficulty levels, that should prevent the clumping behavior and also make the game a little easier for casual players.
Boosts sound like a fun addition, and showing lap times should be easy, but jumps seem a little more challenging. The tracks are all flat on purpose because I wanted to simplify the math involved. If I add elevation I’ll have to deal with more complicated physics. It could be a fun exercise, though…
Thanks! Online multiplayer doesn’t work as well as I would like, though. I didn’t have enough time to implement any fancy synchronization so if the connection is not great you’ll see a lot of hiccups. This is the main area that I would like to focus for the next update.
As for the audio bug, I couldn’t reproduce it. Did you by any chance played the browser version? I know Godot has some audio issues on the web