julius-vander-arend 2020-10-05 10:15
Pretty cool ngl.
Foon → Ludum Dare Explorer → LD47 → Rampage Derby
By tudvari
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 366 | 3.32 | 22 | |
| Fun | 132 | 3.71 | 21 | |
| Innovation | 382 | 3.12 | 22 | |
| Theme | 625 | 1.72 | 22 | |
| Graphics | 476 | 2.94 | 21 | |
| Humor | 337 | 2.39 | 21 | |
| Mood | 465 | 2.80 | 22 |
Pretty cool ngl.
Cool, makes me think of the game destruction derby. Also good background music. I would advice to next time add an quit button. Alt+4 should not be the only way to quit a game.
Only played against bots but this was pretty cool!
Pretty cool idea. Needs a lot of polish to feel good. Right now health pickups are really cheap and give you so much health it's impossible to die pretty much. But I see what you're going for, good job.
Mr. Portgate Studios, I have 3 things to say: 1) it's simplistic 2) it`s fun 3) when is the next update for the masterpiece known as Aeldun?
@julius-vander-arend @p-brighenti Thanks!
@aterlamia Yeah, I promised myself that I won't ever forget about an exit button, but this time I didn't have time to make a menu :\
@tutti-ankka Thanks for the feedback, the next day I submitted the game I tried it again, and the pickups' flaws struck me instantly :D
@oillen Thanks! And even greater thanks for your continous curiosity about Aeldun :) In a few months I will release my current game, Regrowth, and after that (or maybe already in a few weeks) I'll be able to work on Aeldun again.
This was pretty fun, but I can see how the bots are not very smart. Maybe they need to go buy upgrades when they get low. Other than that I had a good time.
I enjoyed playing this one. I can tell a lot of work went into getting it all set up. I liked how you had the shadows set up and all that. I think with multiple players it'll definitely be a good party game. The shadow work was set up and when you blow up a car I liked the little effect of it being on fire. All in all great job!
@tinykidtoo Yes, their AI is pretty simple sadly, can't really get around walls, only brake before them, and only focus players, instead of switching between players and pickups. Maybe in the post jam version :slight_smile:
@sop-the-turtle Thanks! :slight_smile:
Enjoyable
@wabble Thanks!
This is fun, I like it! Sadly I don't have anyone to try it out with at the moment, but I can imagine it being pretty intense!
@rikitaner Thanks! I'm planning on continuing working on it from time-to-time, you can follow it on Itch or GameJolt if you'd like to play it with better designed maps, better AI, etc.
Hello. Thanks for sharing the game. I really like how it feels in general :) Best of luck!
Cool game with local multiplayer support. Too bad you didn't have enough time to add more features because with a little more work it looks like it could be pretty fun to play. Good work!
Very cool! The game overall is very simple but works very well. There could be some improvements on the controllers, but in terms of actual driveability, your game does the job pretty well when I compare it to other games I played here that had cars, bikes, etc.
@gamescodedogs @burnedkirby @bottini Thanks for all your feedback! :)
Whoa, it reminds me of Dirt Showdown. Nice idea and implementation. The mechanics work just great, it is just a little too hard to rotate the vehicle when it is stopped. I know it's more realistic this way but it makes the movement a little harder. Anyway, in 48h it's an amazing job!
I tried using the new input system in a jam, but now I usually don't bother with it. It just takes too long to set up and doesn't give enough features to justify using it. What really grinds my gears is that Unity removed that startup window where you could do all graphics and controls settings. That shit was perfect for jam games!
Duno if the same thing would happen if I had friends to play with, but I felt like a goat perpetually head locked with my opponent. Adding a bunch of cars alleviated it, but still there should be some incentive for the bots to retreat. Also the reverse turning felt weird. Then I understood what happened. You just turn the car in the same direction! Unity has some pretty good wheel colliders, that don't need a lot of code, you should look into using them whenever you're not busy figuring out the control system.
@derek-volker Thanks, yes, I couldn't really decide what direction should I take with the control style, but in the end I was happy that it kind of worked :)
@voidsay Yes, the new input system is maybe unnecessary for jam games, because it's most with local multiplayer games. And that's not a promising genre for a game jam :D
The AI needs some basic improvement, yes, that's the first thing I will improve.
And I felt that reversing was kinda clunky, but I thought that that's how real cars reverse: they turn towards the opposite direction than during forward movement. I drove a car so long ago that I thought that's how they work :laughing:
Hmm, okay, now I get it. Currently it rotates to the same direction, that's why it feels different. It always turns to the right if I'm turning to the right.
But when I'm reversing, I have to reverse the turning direction, so after all, the car will go into the good direction.
Thanks for all the feedback!
I could only play it with bots, but I still had fun with it! I think the controls could be improved though, especially for the controller. I'd recommend limiting the left stick to turning only and changing right trigger to accelerate, left trigger to brake/reverse, and B (or another button) to nitro, which are usually the standard controls for driving games. It would also be nice if breaking allowed you to drift so that it would be a little easier to turn around. I'm not sure if it already is to an extent, but I think speed should also be a greater factor in determining how much damge you do to other cars, since I found that ramming cars at high speed did far less damage than slowly bumping into them repeatedly.
@dans17 Thanks for all the great feedback! Your control layout seems better, I'll give it a try someday :)
Regarding the speed-damage correlation, in theory, there is one. And I think most of the time it works... but sometimes it doesn't :D