FoonLudum Dare ExplorerLD14 → DoomDrive

DoomDrive

By sf17k

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CategoryRankScoreCount
Theme104.3219
Overall273.5319
Fun413.3219
Innovation653.1119
Graphics333.6819
Audio333.2619
Polish792.8419
Humor961.836
Technical23.9416
Journal682.789
Food1
Timelapse1

Comments

agj

I like it in general; visually and aurally it's pretty tight. The game feels a bit like surfing.

SethR

Nice controls, nice smooth experience, even without the polish of scoring and such.

Frimkron

I like the way I had to use a combination of my own sense of direction and the direction of the sound in my stereo headphones to try and judge whether I was going in the right direction or not. Just one of the subtleties of the gameplay that makes this fun. The lack of polish is a shame.

DrPetter

Smooth and pleasant movement. Okay graphics, while rather simple. Sound didn't "suck" on my windows machine, so that's good.
Like my game, yours would have been a lot more interesting with some kind of progress/score indicator so you can compare different runs. There's just no incentive to try again if you don't really know how much better or worse you're doing.
Vehicle physics/collisions detract a bit from the experience of solidity in that they allow the craft to dip down through the ground. Graphics-wise, pehaps you should have made the distance fog more solid to completely hide the terrain edge (or conversely extended the terrain until it got lost in the fog, if performance would allow).
In general the feeling is that the "game" part is largely missing. Adding a simple survival timer and game over screen would have made it feel a lot more polished.

Endurion

Hard. Is the wall changing directions or is it just my orientation senses messed up? :)

It should really have a scoring system and/or a goal (like survive for 20 seconds or find the lost astro cow).

Hempuli

This was great fun! Very hard, but very intense!

LoneStranger

It's neat to drive the thing around the terrain, but without any secondary goal, it gets boring after awhile. Maybe collecting some kind of dots or something while running from the wall would give the player more of a purpose and a temporary reprieve. Also, you should have made more of a point to tell the player to have the sound on, so they can get that part of the experience. I didn't know about it until I read previous reviews and went back to check it out.

muku

Oh wow, that was quite nice. Liked the flat-shaded visuals and the feeling of inevitability. Movement also felt very fun. A bit "more" would have been nice (collectable powerups to re-fuel your booster, scores, an actual goal to reach perhaps), and I felt it lacked in polish a bit (no main menu, sometimes I would go through the floor etc). Still, highly enjoyable entry, good job dude.

Oh, and, uh, that's one hell of an intimidating main loop ;)

noonat

Love diving the vehicle and doing Dukes of Hazzard jumps. Wall was done nicely, and I liked the camera shake and noise effects from it. Game got boring for me after 1 or 2 runs, without scoring or objectives.

Entar

Haha, at one point I boosted at full speed at a huge mountain, and it took 15-20 seconds to land. Cool idea, this could be really great with some more work.

scionkiller

Hmm, Frimkron's comment is interesting. I was going to suggest that getting disoriented after a jump was one of my only complaints about the game. I'd like an arrow as a hint for where to head to get away from the wall.

Overall, though, it's good fun. Well done!

Morre

I enjoyed this game for a while. The physics have a great feel to them! However, the lack of a scoring mechanism or goal hurts gameplay in the long run.

Well done! :)

ondrew

The rough look and jittery movement gave it an awesome atmosphere. Without that it would have been half the fun.

I would have loved a direction indicator, which I need to follow to run away from the wall, that would made it way easier that distance meter.