We decided to make a combination of clicker and racing game. Just click-click-click for speed and have some fun ;)
HOW TO PLAY:
You should continuously click on the vehicle to mantain its speed and keep it moving. Turn left/right by clicking on corresponding overlay buttons. You can also destroy obstacles just by clicking on them several times.
As you just realized, you have to click a lot and click often. You can do everything just by clicking, but not at the same time. Move, turn or destroy? It's up to you to decide!
P. S. The road has no end, the complexity increases with each level. Levels are generated procedurally, you can unlock new colors and decorations by picking up various collectibles.
Cool game, it is not so easy, maybe if you could click on the center of the screen to speed and the sides to turn? Just an ideia...Anny whaycongratulations!!! :v:
I LOVE the speedy, action-packed atmosphere and unlockables, don't think I've ever seen that sort of thing in a racing game. Funnily enough, I made an entirely different game also using a racer/dodge mechanic, thoug it isn't half as well-done as yours. I would appreciate any feedback if you find the time, though. https://ldjam.com/events/ludum-dare/41/cruise-co
Very nice piece! Audio is very good, controls were a bit hard to master but by time the got easy to use, overall a very cool game, also the graphics are good looking and the concept is nice ! Good job !
Wow! I love the environment assets and the music choice was tops! I found it a little difficult to hit the left/right while frantically clicking but I can accept that as a legit difficulty curve!
The game looks absolutely incredible, its kind of wipeout-esque and suits the game perfectly. I love the atmosphere of the game but it did get repetitive quite quickly, that said with a bit more variety in obstacles I think the game would be great.
The game looks absolutely incredible, its kind of wipeout-esque and suits the game perfectly. I love the atmosphere of the game but it did get repetitive quite quickly, that said with a bit more variety in obstacles I think the game would be great.
*This is my jam.* If only it loaded up on my phone. Good thing I've got a tablet. Would hate to play it with a mouse.
But I gotta nitpick some things!
First of all the procedural generation rules were lacking.
Jumps frequently led right into blockades rather than over them. Thus I didn't see much use taking them, ever. You don't want to make your player avoid the fun jumps!
But worse than that, I frequently spawned right into a barrier after a scenery change. At speed there was no way to dodge or destroy them.
Besides that the barrier collisions felt a bit too wide. In my first play through I didn't realise that the target highlight on them indicates that I can click and destroy them. Instead I thought those were just a heads up and was annoyed that it didn't instead only come and stay up while being on a collision course and requiring me to steer (feedback on being clear or not), have I steered enough?). I had a hard time getting around them all and it made the game *slow*, but at least I got a lot of pickups that way.
Then I read up that I can destroy them, which sped things up and completely removed steering from the equation. Swapping between clicking an upcoming barrier and the ship is infinitely easier than steering, where clicks need to come in the right dosage (and hit various areas of a moving *and* rotating target). Even at later stages when the track wobbles all over the place, barriers remain the easier targets you can just mash on. And on top of that it guarantees that the upcoming game over threat is entirely eliminated. The consequence being that I no longer went out of my way to collect anything.
I'm will be honest there, controls are just anoying, with that cool grapgics and music waht you done game is realy just ruined by the controls. I'm guese the main problem is gui controls just binded to the ship. Your tehnical skills is wery high, but this is just not unplayable, with this controls, it killing all fun... So sad.
Saw on jtn191's stream. Looks really fun! Mouse clicking for steering looks hard. Mobile users would enjoy this a lot, tho. Interface is slick, low-poly graphics are on point, the music is as well. Nice job!
Awesome racer. I played on Mac via HTML (touchpad-argh) and PC with a mouse. I am going to try a tablet next- which made me think of gyro/accelerometer input for the turning? With the touchpad it reminded me of Pole Position- with mouse, I was thinking less of the controls and more about the graphics. Gorgi graphics. Took me back to StarFox and Wipeout. Fantastic use of the theme! PS- love the palette/terrain/decoration change power-ups. Great job- thanks for the game!
Nice graphics, specially the water and the portals! C'était bien de pouvoir changer les couleurs et le paysage ! Le seul hic est que c'est ne pas encouragé faire la cours vite.
I was absolutely blown away by the polish on this game, in all categories. You really know your game dev craft and you've created an amazing experience here.
I think this is one of the better entries for this jam. It's just great on so many levels: fantastic music, gorgeous visuals, polished gameplay, everything just fit together really well! That being said, I didn't like how you lost so much speed when turning; seems like it would be more controllable if you could click on separate buttons to increase speed OR turning rate, and then control the car normally with A and D.
Also, I found a glitch where, if you click on reset while the music is fading out, you start the next attempt without any music.
Comments28
But I gotta nitpick some things!
First of all the procedural generation rules were lacking.
Jumps frequently led right into blockades rather than over them.
Thus I didn't see much use taking them, ever.
You don't want to make your player avoid the fun jumps!
But worse than that, I frequently spawned right into a barrier after a scenery change.
At speed there was no way to dodge or destroy them.
Besides that the barrier collisions felt a bit too wide.
In my first play through I didn't realise that the target highlight on them indicates that I can click and destroy them. Instead I thought those were just a heads up and was annoyed that it didn't instead only come and stay up while being on a collision course and requiring me to steer (feedback on being clear or not), have I steered enough?). I had a hard time getting around them all and it made the game *slow*, but at least I got a lot of pickups that way.
Then I read up that I can destroy them, which sped things up and completely removed steering from the equation. Swapping between clicking an upcoming barrier and the ship is infinitely easier than steering, where clicks need to come in the right dosage (and hit various areas of a moving *and* rotating target). Even at later stages when the track wobbles all over the place, barriers remain the easier targets you can just mash on. And on top of that it guarantees that the upcoming game over threat is entirely eliminated. The consequence being that I no longer went out of my way to collect anything.
And lastly, I know that the audio is not being rated but the volume was a little bit loud for my tast. Congratulations on the project!
Le seul hic est que c'est ne pas encouragé faire la cours vite.
Also, I found a glitch where, if you click on reset while the music is fading out, you start the next attempt without any music.