A game about drifting around loop races in the smallest time possible. The theme fits because in the game you repeatedly go around a loop race to master it and eventually get the best score. The game presents 10 levels for you to complete and share your score. The Game is controlled with the arrow or WASD keys
Why is this a good game ? it has a good learning curve the levels get more interesting and it forces you to play better I like cars and racing games the controllers were a bit weird in comparison to those of a normal racing game I enjoyed it it lacks maybe some car customization or something of it that adds more of a personal value to the cat I.M.O.
This came is very difficult at first but after a few minutes of practice I started to get it down. That complimented with the great level design, sound effects, and art, makes for a very good game. Well done!
I really enjoyed this if I had more time I would get used to the controls it was clean. If you could can you tell me how you did the physics for this it handles nicely.
Edit: Last time I couldn't play it but it seems like itch.io hadn't loaded the game yet or something. It did and I was able to play! It was a lot of fun to play! It was a little punishing at times but at other times you made a perfect turn and it felt fantastic! At times it felt easier to just go backwards through the course since you don't drift out that way but it was fun! When I finished what I think is the last level and hit continue it seemed to error though? Nice work.
After trying this my initial impression was that the learning curve was too steep. I've since read the other comments and it looks like that may just be that I'm bad at these types of games (which I never play, so take this criticism with a grain of salt). Everything that exists on the screen or in your headphones is there for a purpose. No unecessary clutter, everything is clear and concise which is the ideal situation for a game jam. Well done!
Drifting feels great! Started off totally sucking at it, but once I got decent it was just great to drift around curves.
But there is one thing that hurt while I was trying to learn the groove: the ultra-high friction between the wall and the car is SOOOOO punishing. If I brush the wall with a front corner of my car, instead of a little bounce-off jolt, instead that point sticks hard to the wall and jerks my car around 90 degrees so I'm facing directly into the wall. Bumping walls should cost me time, but I was feeling like I could have had a lot more fun if they were a bit more forgiving by having less friction and more bounce.
That one complaint aside, it's a very nice game: great drift controls, tight gameplay-focused structure, a very clean nice-looking presentation, and strong audio. Nice work!
the learning curve is steep, but it doesn't bother me too much. i feel like the left and right controls should be reversed for backing up; i'm finding myself backing up the wrong direction most of the time
After some time playing I got the hang of it. I believe that the walls should not grab the car so much. I like the idea, it's a game to play just for fun. I would like some music to make it more interesting, a beat would help.
@spider-the-second Oh god you noticed. While making the level I noticed that same thing but decided it was just me looking from top view. When playing I found it too distracting and tried changing it but it just kept looking the same way. Just decided to leave it there thinking no one would notice. I was clearly wrong. Thanks for the feedback btw!You wouldn't believe it but THIS was the original design
@feiko Thanks man! Yep I actually had an idea about customization but ended up not doing it cause I had no time (fun fact: I submitted the game 10 seconds before the jam ended). I'll probably add it in just for fun later. Thanks for the feedback!
@feesh Thanks! I actully spent quite a while getting the controls just right. Probably like 5 hours at the start. But it seems it was worth it! Thanks for the feedback!
First of all the car has different friction on different sides so Unity Rigidbody 2D friction is going out the window. I decided to create my own friction for the car. It took in the local car velocity on the x and y axis and subtracted a value from them proportional to the axis velocity.
After that I did the forward and backward motion. That one was pretty simple. I just accelerated the car by some number. It wouldn't accelerate forever as the number was constant and the friction grew in proportion to the velocity. This way the car would slowly stop accelerating when coming close to some speed(just like in real life). I just messed with the acceleration until it looked right.
The next thing was turning. What I decided to do was define a maximum angular velocity which would scale with your velocity. Of course it couldn't just scale with the velocity magnitude. That would let the car turn while moving sideways. What I ended up doing is multiplying the local speed vector by two variables. One would control how fast the car would turn depending on how fast it is travelling on the local x-axis and the other to do the same for the y-axis. I would then get the magnitude of that vector and use that to scale the maximum angular velocity.
Then to reach that maximum velocity I simply accelerated towards it using an acceleration variable which would scale using the same magnitude I used to scale the maximum velocity.
For the friction on the angular velocity I used the unity standard Rigidbody 2D angular friction.
Anyway, not the most elegant solution but it works. I've noticed some issues like how the sideways velocity should slowly transition into forward velocity if you're at an angle. Will implement that into the friction when I have time.
@jordanfb Thanks for the feedback man! Yeah the drifting turned out pretty good. I like it myself quite a lot! The game is too punishing tbh so I should probably decrease the slowdown timer on collision. Thanks for informing me about that last level error. I thought about it and it seems that this is caused by the continue button loading the next scene that doesn't exist yet. I should probably redirect to the menu in that case.
@bradyg Thanks man! I don't really play racing games either but I just felt like making a racing game for this jam. After some time the game does become easier but you're right, it does require some difficulty settings.
@pkenney Thanks for the feedback! Yeah the collisions do feel quite too punishing but I'm now thinking I could solve that with a difficulty setting. I also really increased the friction on the car to make collisions juicier but it might have been too much.
Loved the minimalist style on this game! The art style was a perfect fit. I sucked a lot at the drifting and the walls punished me so hard haha. I came back and was much better the second time around though. Those tyre tracks were some great polish. Would've loved some music to really nail the mood. Fantastic entry!
Comments33
It did and I was able to play!
It was a lot of fun to play! It was a little punishing at times but at other times you made a perfect turn and it felt fantastic! At times it felt easier to just go backwards through the course since you don't drift out that way but it was fun! When I finished what I think is the last level and hit continue it seemed to error though? Nice work.
Downside though, I feel like it does not really fit the theme... The races are technically loops, but you are not stuck in it...
But there is one thing that hurt while I was trying to learn the groove: the ultra-high friction between the wall and the car is SOOOOO punishing. If I brush the wall with a front corner of my car, instead of a little bounce-off jolt, instead that point sticks hard to the wall and jerks my car around 90 degrees so I'm facing directly into the wall. Bumping walls should cost me time, but I was feeling like I could have had a lot more fun if they were a bit more forgiving by having less friction and more bounce.
That one complaint aside, it's a very nice game: great drift controls, tight gameplay-focused structure, a very clean nice-looking presentation, and strong audio. Nice work!
About the question you asked:
First of all the car has different friction on different sides so Unity Rigidbody 2D friction is going out the window. I decided to create my own friction for the car. It took in the local car velocity on the x and y axis and subtracted a value from them proportional to the axis velocity.
After that I did the forward and backward motion. That one was pretty simple. I just accelerated the car by some number. It wouldn't accelerate forever as the number was constant and the friction grew in proportion to the velocity. This way the car would slowly stop accelerating when coming close to some speed(just like in real life). I just messed with the acceleration until it looked right.
The next thing was turning. What I decided to do was define a maximum angular velocity which would scale with your velocity. Of course it couldn't just scale with the velocity magnitude. That would let the car turn while moving sideways. What I ended up doing is multiplying the local speed vector by two variables. One would control how fast the car would turn depending on how fast it is travelling on the local x-axis and the other to do the same for the y-axis. I would then get the magnitude of that vector and use that to scale the maximum angular velocity.
Then to reach that maximum velocity I simply accelerated towards it using an acceleration variable which would scale using the same magnitude I used to scale the maximum velocity.
For the friction on the angular velocity I used the unity standard Rigidbody 2D angular friction.
Anyway, not the most elegant solution but it works. I've noticed some issues like how the sideways velocity should slowly transition into forward velocity if you're at an angle. Will implement that into the friction when I have time.
Anyways, thanks for the feedback!
Those tyre tracks were some great polish. Would've loved some music to really nail the mood.
Fantastic entry!