*Mama always told me to keep a safe distance between myself and the advancing wall of doom.*
Navigate treacherous terrain while a giant wall of fire chases you at unreasonable speed! Increase your boost meter by getting rad airtime! And…that’s about it. All content including audio is procedurally generated, except the car model, which I punched in by hand. This means the filesize is small; the linux binary is 66 kB. Note: It seems I forgot to compile a linux version after my last change–putting in code to restart the game when you die and press space/shift. Also this doesn’t work like I intended on windows (restarts immediately if you’re boosting when the wall hits you). That and the fact that there’s no scoring are the biggest problems. I’ll do a postcompo version with some more polish later.
Controls: up, down, left, right to move. shift/space to boost.
DOWNLOAD THIS: Download 491k with DLLs (win32) if you’re not sure you have OpenAL. This is an update that’s way past the deadline, but it’s the same as above except with DLL files for audio.
Check out the postmortem for commentated journal and dev screenshots.
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.
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.
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.
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.
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.
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.
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 ;)
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.
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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.
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.
Overall, though, it's good fun. Well done!
It should really have a scoring system and/or a goal (like survive for 20 seconds or find the lost astro cow).
Well done! :)
Oh, and, uh, that's one hell of an intimidating main loop ;)