FoonLudum Dare ExplorerLD39 → eDrive

eDrive

By timbeaudet

View on ldjam.com

CategoryRankScoreCount
Overall3053.3624
Fun1403.5424
Innovation5852.4024
Theme1063.9024
Graphics3803.0924
Audio1543.3624
Humor2202.6620
Mood4692.6120

Comments

nintendoeats 2017-07-31 16:33

My best score: 2400 feet. Fun, if fairly simple. The music is nice. I liked going into the oncoming lane, reminded me of Burnout. I would often get batteries which were so far apart that I couldn't possibly get from one to the other, and since you can only really miss one or two that seemed unfair.

It would be interesting if momentum played a roll, since you could get into simulating the effect of braking on energy economy. The player would want to max out their speed and then avoid braking or turning at all costs.

timbeaudet 2017-07-31 19:07

Yea you pretty much have to keep up with the batteries to keep on going. New vehicles/behaviors emerge at further distances. I just got 6700 feet - but of course I've had practice. the31 mentioned he got over 10k ft!

spetsdod 2017-07-31 20:19

Nice job. Clean graphics, no glitches. There was no instruction on how to play, but it ended up being very intuitive, so bonus for that. The music was a nice touch if just a bit repetitive. The sounds were appropriate and made me feel like it was charging up the car. Simple concept with a good execution. Thanks for the entry!

h-attila 2017-07-31 21:01

The Linux download link (https://www.timbeaudet.com/goods/ludumdare/ld39/edrive_linux.zip) results in a 404 error.

gonutz 2017-07-31 21:02

9983 ft! I know for you as the programmer that must sound like a joke, like when people tell me my game is too hard ;-)

This game has great music and sound effects, I also love the graphics, frogger with electric cars? I'm on board!

The controls are tight, everything is self-explanatory right away, perfect game jam game!

Keep up the good work!

karai17 2017-08-01 23:50

YOU DONE GOOD KID

vegard1992 2017-08-02 00:10

13234 ft. nice game. maybe leaves a little to be desired? honking sounds are a bit wonky. but the core of it is alright. the lane changing and crazy fast drives spikes the intensity very nicely! overall pretty cool.

udo 2017-08-02 09:25

Tesla Model S - the game! I loved it, a simple concept cleanly executed. FYI, under OS X you can only exit the game by pressing Escape, the standard key combo for the OS doesn't work.

mechanicallife 2017-08-02 15:34

managed a mean 9000 ft. Quite enjoyable as always and no problems running it! Really like the addition of the faster cars and the ones going backwards, managed to spice things up! Also liked the new Turtle brains splash, seems like it's coming along!

timbeaudet 2017-08-02 16:27

**Linux build is now available.**

Thanks guys for the comments. In general it appears to be too easy, I had a real hard time with a difficulty/challenge curve and erred on the side of too easy. Still some have found it pretty difficult to see all the gameplay.

phobos001 2017-08-03 16:31

The fact that you made this in C++ with your own framework is maddening. This was a charming and very fun game to play. I don't have any negative things to say about the design, so you did a good job with K.I.S.S. Great work my good sir!

Although when you release the source you should remember to include the framework as well as the code, because when the linux file was down I tried to build from source and I couldn't. Just an FYI ;)

Also my score was 7436ft B)

abductedplatypus 2017-08-04 23:22

A simple yet very polished game. I like how the game queues lane switches. How those fast cars get notifications. And its funny how the "safe" green areas are switched to by the obstacle-cars. There is a great difficulty curve, and the music is pretty good. More complex mechanics (perhaps involving the power mechanic) or a higher skill ceiling could improve it, but given the polish and being developed in a game jam it's really a great entry!

zgragselus 2017-08-05 00:39

Congratulations on making game and the engine, and as I've been working with C++ for more than decade (and also in 3D rendering and simulation industry), I really appreciate you did game in C++ for Ludum Dare.

All I can say is Keep up the good work!

cmlsc 2017-08-05 05:24

The music was surprisingly good! :D

The art could use a little work, and even though the music was good, it wasn't the most fitting. It would also be nice if going faster would save power(since it's a bit harder to control). The game could use some instructions because it took me a bit to figure out that right makes you go faster. I haven't played many games like this that are turned sideways, but my first instinct was to use right and left to go up and down(because I was trying to do it relative to the car position). Not much of a problem though.

The idea itself has been used in a basic form in most of the ludum Dare games I've played(from flying through space and dodging other spaceships to straight up driving on a highway). So it wasn't that innovative. The game could've used some more content like powerups or something. It didn't feel like there was much I could do to improve my chances at getting farther. It wasn't hard to avoid cars and I got pretty much any power that wasn't blocked by cars(which might just be me that finds it easy). So adding more depth to the game could make it so that more skill is required the further you get instead of more luck.

The alarm sound seemed to activate a bit early(while the bar was still green), which was weird. Even if that was intentional I found it weird that the alarm would play at such a high amount of power.

The car hitboxes were kind of weird, because I would turn while I was almost a third of the way inside them. The sudden(there may be a pattern I just didn't notice) swerves of the cars were a bit unnatural and punishing as there were a bunch of situations where you were forced to be next to a car(or you'd run out of power) and there was nothing I could do but take the risk and hope for the best. Good RNG is where you can use skill to tilt things in your favor. (eg: in my game, when 6 people would drop on you, if you knew the game well enough, you could fight them off very consistently)

See: https://www.youtube.com/watch?v=GiOA_CS25Kw

I generally recommend Extra Credits. They have tons of good videos on game design.

Even though your music was good, it's better(in my opinion) to have average music that fits. So if you have time, scrap music and attempt to make something that matches the rest of the game better. The first thing that came to mind when I heard your music was a peaceful snowy place, not a highway(might've worked better if you changed the scenery to snow).

I understand that art isn't something that everyone is able to do well with, but there are things you can do to make bad art better. This game(https://ldjam.com/events/ludum-dare/39/the-wiz) had some pretty bad art, but it was still very pleasant because of how everything was put together. That game got the atmosphere almost perfect even with the bad pixel art. So programmer art can work if you know what you're doing. Try messing around with some particles and different animated scenery.

Anyways, I've reached over 3,000 characters in this comment, so I'm going to end it here. It was still a decent game for the compo, although it could use some work.

udo 2017-08-05 12:01

@CMLSC I have never done this before, but I just can't help myself, I need to leave a comment about your comment. I apologize in advance for being so negative, but something about it just rubs me the wrong way, it just seems *massively condescending* to me.

First off, I noticed several comments during this LD where people post links to immensely well-known videos as you did. I suspect there are very few people who like to watch videos about game design and yet *for some reason have not already heard* of Extra Credits (the biggest channel about game design on YT) or, to pick another one I noticed a lot, Vlambeer Games (who speak at every considerable indie conference).

I feel it's necessary to point out that not every single deficiency in an LD game is because the creator didn't know any better and needs information about why implementing certain features is a good idea. I'd argue that in 90% of cases it's enough to point out what you think is missing in a game, without it being necessary to introduce the game maker to the concept of that missing feature.

It's very likely that you never intended it to come across like this, but to me it did.

timbeaudet 2017-08-05 15:25

Woah

Before that gets out hand @udo I think @CMLSC was just trying to provide actual feedback for my game and areas it could improve. I do agree it felt a bit more negative than positive, but sometimes giving, **real improvement ideas/help** does sound that way. _I do hope my feedback posts haven't come across that way._ I think @CMLSC had good intentions and I had a good discussion on irc about it with them, before, during and after that was posted.

@CMLSC; I think an important thing would be to minx in things that were done well. I didn't read it so negatively the first time through but after reading @udo's reply, I re-read and I can see where @udo came from - but I know that wasn't your intention. The link to a video/resource could be helpful, (and that is how I took everything said), but I can also see how that might rub the wrong way as @udo said.

All in all, I guess in the future try sprinkling in more positive elements, what did well, what worked well, played / felt well? I'm also missing the ballpark on your art reference, that the-wiz game wasn't doing it for me at all. While I won't argue my art needs work, the comments didn't really give me much to improve upon - like your music comments did. I could take those ideas and improve upon it.

Anyway, I appreciated, and still appreciate the feedback. I didn't want this to turn into a giant feedback conversation, but here you have it; **feedback on giving feedback.**

alejandrodlsp 2017-08-05 21:55

AHA! 8904ft! A very fun and good little game. I really liked the idea of a frogger with a Tesla, and the gameplay feels very polished. Although a menu and control explanation would have been great, it is very intuitive and self-explanatory, something that sometimes can be really hard to achieve. I really liked the graphics and the music, but I feel like the music does not fit in very well with the game. Gameplay is very good and smooth, and the game is very addictive, but It fells like it was missing something, perhaps another mechanic? Also, I notice that there was too much of a difference of diffuculty in a very little period of time.

Anyways, a very solid idea that was very well developed. Congrats on the entry!

(Also, the fact that you made this in your own framework amazes me)

vasco-rodrigues 2017-08-07 02:52

This was a fun game! Very simple and pretty straightforward, electric cars running out of power :P I also liked the mechanic that consumed more energy when you went faster. Simple and nice music that matched the simple art. It could probably be a really fun game to play on mobile!

chacho 2017-08-07 15:50

It's simple but it's very fun! Good job.

eremiell 2017-08-08 18:08

Nice game overall. The Linux version has dynamically linked GLEW1.13, but no huge trouble.

I'm sadly not that much into racing games, so didn't spend hours to beat my best score, but the idea is clear, the implementation seems smooth, and that's it. Good work!

aurel300 2017-08-20 20:20

We streamed your game with Danae plays on Twitch. :) Here's a link:

[Danae streams Ludum Dare 39: Day 3, part 2: eDrive](https://youtu.be/xNYgWLuDa-Q?t=34m12s)

Fun little game, I appreciated the cars changing lanes in the later stages :) I hope your racing sim is at least this much fun! :D

2017-10-04 21:38

Neat game! I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=zttkWtUJU-8