slimmerburger 2021-10-04 22:29
I think it's a really interesting setting for a game, although for a game jam I think it's a little complicated. My little brain was real confused when I first started it up
Foon → Ludum Dare Explorer → LD49 → Formula Dare
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1485 | 2.60 | 46 | |
| Fun | 1486 | 2.37 | 46 | |
| Innovation | 455 | 3.58 | 47 | |
| Theme | 1251 | 2.93 | 47 | |
| Graphics | 1352 | 2.32 | 47 | |
| Humor | 1221 | 1.86 | 42 | |
| Mood | 1400 | 2.21 | 44 |
I think it's a really interesting setting for a game, although for a game jam I think it's a little complicated. My little brain was real confused when I first started it up
The web version doesn't work on my end
Cool Start Game Image, but i got confused in the gameplay.
Interesting concept, but you really should introduce these concepts one at a time. I'm at a loss as to where to even start.
Did not really know what to do, so i did not vote.
I like the idea and it was also well executed, but it was a little bit too many things, at least at the start, perhaps limit the player to a few parts of the car at the beginning? I also found it difficult to know what I was aiming for with the car stats, knowing what did what.
The concept is unique and I really appreciate it's doing different but this is a bit too confusing for a game jam and I don't really get the gameplay. Anyways, keep up the work!
I appreciate a good worker allocation game as much as anyone, but I feel this game was too complicated for a game jam game. Most people playing don't have the requisite time to dedicate to learning what each slot means and having so many options makes it challenging to feel like your choices have immediate impact.
Interest game. But it's too hard at start. May be need to recreate tutorial?
Too complex for me, but as a car nerd I can only love this effort, well done! :D
Hold up, how did u get your hands on the Hass management strategy?
Wow. That's a lot of information. As an F1 fan was cool, but still a bit over bearing. Definitely have something here though.
Really ambitious idea with a unique take on the theme. Echoing the feedback that it was a lot of information to give the player all at once. Took me a while to get the hang of it. Really cool concept though. Nice work.
I thought I was figuring it out, then I lost... I think?
I think your idea can be cool, but you UI is really overcrowded and not really user-friendly, you lost me with those dice and traction ;) . Well played for making this game !
It's a lot of mechanics to drop on the player right at the start (no pun intended) but still a really cool idea! With a bit of polish I imagine this could be quite Nifty!
@slimmerburger @fernando-sydenstricker-c @phlp @dangerbleistift @bjornstahl @mac-dragoness @parker-nalch @sergio-nikol @gorypixels @turkey @skyward4d @ljol3 @castoor @flatgub Thank you all for your feedback and we agree it is a complex game. We struggled with it and decided that we'd rather produce a game that we'd like to play outside of a jam rather than a game that would do well in a jam. However, I have added a beginner mode that greatly reduces the scope and adds some info boxes to aid the player. Not perfect but I didn't want to deviate too far from original vision so it wasn't unfair with regards to judging.
@zazz0000 Haha, I bumped into an angry Italian and swapped it for some pizzas
I was a bit overwhelmed when I started the game. I never figured out how to play.
Awesome idea, but it's sadly too complex for the average player to learn. But the beginner mode is a great addition!
Don't see a lot of games like this, very unique. Can tell you put tons of effort in! Nice Job!
I agree with most here that there's a lot of initial complexity. Maybe a youtube tutorial on how to play for the next time? But this being a game jam, I personally feel it's completely fine to be a bit crazy with the complexity :wink:
I love this kind of dice placement games. Are you perhaps inspired by the dice game "Clever"? Knowing these kind of games I found it quite easy to understand most of the rules. It was fun, trying to maximize the car. Good game!
Thanks @gimbalock, yes that was definitely an inspiration, particularly around having different dice placement rules for each section. Thanks for your comments.
I like the base idea very much. And I played a couple of rounds. I would have liked to have a clearer feedback on the overall status of the car before qualifying/ racing. I would have liked a direct info on the spots about the rules, instead of hovering over, which took time and was annoying. I think this has a lot of potential and I would like to check the next versions. Note: I played the original version.
Okay, wow, there is too much to take in. You should definitely keep visual clutter in mind when designing UI. I don't want this to sound rude, or harsh, but this is by a large margin the most cluttered UI I have ever seen. I counted 114 buttons (or button shaped things) and 4 dice on the first actual screen in game. Lots of buttons are different colors, or different shapes. That is way way way too much for someone who has no clue what to do, or how the game is played. overwhelming is an understatement.
As I mentioned, I'm not even sure if all 114 button shaped objects are actually buttons, and if some of those aren't you definitely need to make them look different. You should definitely take a look at how other shops are designed in video games. Perhaps grey out the options you can't afford, or hide them entirely until you've 'unlocked' them.
Overall, the game was just a bit too much for me to understand. I'm sure the idea is really cool, I just couldn't figure it out.
Wow, a mix between a racing management game and... Excel? :D
I found the feedback of the game a little confusing. Each of the dice-placement actions would change several marameters out of more than ten (standard ones + unstability); you here try to follow the rules like a puzzle; then you start to qualify and you end up somewere (not clear which one you are in the ranking) and some comments that are seemingly opposite to what was advised in the pre-qualified help.
Overall the concept is not bad and has some innovative elements.
Thinking about how to fix some of the shortcomings, I would streamline the feedback loop and have some default for the beginning: like, - give the players a preconfigured car at start, so they don't feel overwhelmed; - then you can change some of the dices for every pre-qualifying session, but limit the changes to only one turn (so the players can immediately see what their actions affected); - then make *actionable* comments that can be vaguely related to a single section of the UI, like "You spun because the car was too fast in curves" -> meaning change brakes/wings/spoilers.
I like sport management games, I think it could be fun. Keep up the good work!
I really like this concept, but I could not quite get my head around it - there's a lot to take in all at once! I also wasn't super clear on what some of the numbers and letters meant on the dice slots. The help text explained some of it, but not all. Sadly I never managed to do more than qualify and lose. Cool though!
It might seem confusing at first, but after reading carefully every tooltip it's fun! Good job!
love f1
The problem with this game may not be that it's too complex. It may be that the game doesn't really communicate what is necessary very well (if at all, in some places). There were a number of areas where I was never sure what the correct thing to do was, even though I read all the available information carefully. I think the key is to introduce mechanics slowly and display them clearly so that the player can get to grips with them early on. Graphically it needs to display information more clearly and give feedback earlier on that the user is on the right track (or not). This game was very different and this is to be commended. So much of game dev is reacting to user feedback so I would like to see what this game is like once you've had more time to work on it.
I think that the game is too complex for a game jam. I still don't understand what O am supposed to do. But I appreciate the effort you put behind this game.
The interface hit me like a sledge hammer, but I got to say, once I peeled back the layers of complexity and finally understood how it works it became an excellent game!
You guys need to come up with a better way to convey the games rules. If I wasn't such a fan of racing, dice games and long texts, I wouldn't have bothered to invest the time necessary to understand. A couple of pictures between the rule texts would have been greatly appreciated.
Had to give this one a shot since I follow Formula 1 and I had a lot of fun with it. I went straight into the full game, and it took a bit to read through the tooltips, but everything except the wing tooltips made sense to me. I had a lot of fun with it, played through it twice. Never got better than 5th, though. It's kind of like F1 yahtzee.
Also lmao American Russians being the slowest team is a great joke. Maybe they'll be better in the new regs...
Wow, this seems to be a very carefully crafted and thought through engine of a game! Not quite sure though if I properly understood what I was doing; as mentioned by others before, this was a bit overwhelming for me as well. but of course that might be different for others who are more experienced with the worker placement genre. so presenting the different options (HR, brakes, etc) one after the other would definitively be a great gameplay addition for me as a player. Maybe connecting that tutorial to the story line (that you provide at the beginning) would allow for a smooth way of guiding the players into getting a (vague) sense of how to control the different variables? Anyways, you definitively got something here that's worth developing further imho!
As a fan of dice placement games, I can see that this is a lot of work done. Well done getting initial rules feedback to the player - without coloring slots green or yellow this would be nightmare to figure out. Finished full game first (spent maybe around 5-10 min reading and trying to understand), then tried beginner version. I am still not sure how Front Wing rules work. Nether the less I really enjoyed trying this out.
Yet I agree with most comments here, that it would be worth introducing each component / placement area separately. Or at least build up on what was introduced before. For example: * First race in one day and you only need acceleration (either tires or gearbox) and braking. * Next race in two days - additionally need top speed; show what weight increase does. * Third race in 3-4 days - cornering, drag, alternative acceleration. * Fourth - dice manipulation, stability, auto filled areas... and so on.
Also even with chapter-by-chapter mechanics introduction I think it would be good lock some options (but still display them) until some condition. For example, you need at least 4 dice placed in engine to start working on gearbox. Or Unlock highest value tires only after filling in 5 dice in gearbox. That way it would make the car filling feel more connected, each playthrough would feel more unique, because of mistakes/tradeoffs you are forced to do. While at the same time limiting available options early on (reducing mental evaluations required) and thus expanding options when most obvious places are already filled. Also unlocking previously unavailable spots would feel more rewarding as `it's a choice in specializing` in one or more areas.
Looking forward to future updates.
I played the original version.
Definitely a bit overwhelming when you look at it for the first time. But once I read the help and all the rules for each box, it was easy to get into. It plays and feels like a traditional worker-placement boardgame :)
I didn't feel like it's too much to absorb, and it was fun to puzzle out. However, I did feel like you don't explain enough of your terminology. I guess it's because I know nothing about race cars building :grin:. What is an end plate? What is MGU? What is DRS? What is HR (Human Resources is the only thing that comes to my mind)?
Some sfx feedback would really add to the game. But in general it's a really cool entry!