Your motorcycle can stop on a dime...and it will automatically do so every 10 seconds. Hopefully you're not going too fast when it happens.
NOTICE: If the bike is going slow, try pressing the acceleration key (i.e. 'W') multiple times! That seems to be a bug with the web version.
Game is played best locally! Browser version has some jankyness.
How to play
Controls: Gamepad and Mouse/Keyboard (HTML5 build might have issues with gamepad)
* The clock on the bottom left of the screen tells you when your motorcycle is going to run out of power * If your velocity is in the red when it stops, you will be thrown off your bike! * If you're near a conduit when the timer runs out, your bike won't stop
TIP: if the timer is about to run out and you can't reach a conduit, crashing head-first into a wall well prevent your ragdoll from going too far.
After I got thrown of the bike it took me a while to get back in the right direction. To make it a bit more responsive I would increase the turn speed when the player is really slow. But overall a fun little game!
This was fun. I wonder if that ramp can be used as a shortcut. It's fun to take, but I don't like running for my bike. This could use some music. Also, that tomato sculpture is something special.
It was quite frustrating to walk back to my bike haha, but I guess that's the point of the game. The ragdoll effect was hilarious, my guy flew almost half of the map as I didn't slow down at all when the bike busted.
I loved the physics. Jumping reminded me a bit of Excite Bike for NES, don't know why haha. Also pretty solid 3D graphics for a JAM! Well done and well executed :)
With the windows build, if I pressed a controller button to start, the camera would stay on the title screen.
I can't say I enjoy the game that much. The bike doesn't have much punch (slow to accelerate/brake, or at least it feels like it), and having a fixed throttle (meaning when you release the button it doesn't decelerate) felt off to me, and made it hard to get a feel of when to slow down to be near the conduits.
The getting back to the bike after a crash reminded me of Road Rash on the Mega Drive/Genesis.
Amazing modelling and art and putting it all together in just 48 hours. I do however really dislike the concept of getting thrown off your bike (maybe I'm just bad also). It was cool that you can just walk around though. Really odd racing game (in both a positive and a negative way. The electric obstacles and ramps were cool features.
LOVE the environment & art!! fun concept as well!! a little tricky to actually play (stopping takes forever, nearly impossible 2 get any real speed w/o flying off & wasting a bunch of time walking across half the map) but the physics keep evrything silly and fun!
I was so very terrible at this but it's a great game... I already have trouble with driving games, throw in another thing to watch and ... over 1 minute laps lol :)
I agree with @zimonitrome - this is a really solid racing game, and it plays great, but I'm not super crazy about the gimmick with stopping. Maybe if you did something like San Francisco Rush, where you can press a button to just zap you back onto the track, ready to go. I realize this takes away some of the challenge, but its a little tricky otherwise.
Im following you on itch now - would love to see this become a kart racer! You're making me want to learn godot!
Wow I complete racing game and A LOT of content! Well done. The 10 second limit was ok it was just awkward spending a lot of time getting back to and onto the bike which was the part that was fun, i.e. trying to figure out how to efficiently slow down in time for the abrupt stop ๐ Still, really impressive for 48h compo!
Nice game. That is a lot of graphics for a compo! Good job!
Cool concept with the full stop was a little frustrating maybe just shutting down the motor and having to restart it would be more fun. (I don't know has to be tested) But then you see less of the ragdolling which is so nice ๐
Runs great in the browser! The ragdoll is real fun
Encouraging the player to go slow at the time mark is a bit frustrating for a racing game. Being able to get around it by jumping in the air to avoid it or something would have been a nice touch, then wiping out would feel more like my fault. Controls also felt a tad stiff, but amazing work for a jam game!
wow, impressed how much you manaed to get done in 48 hours, I also made a 3d motorcycle sort of game and maybe prefer yours. Its sort of fun in a very painfully frustrating sort of way, maybe if there was some pickup or something to buy it a bit of extra time against the 10s or something would be nicer. Or actually just taking out the 10s stall altogether and let me drive round in peace would be more fun :), but thats the theme i guess. Fun primitive art style, love the little touches like the hand drawn enthusiastic spectators and the fake product advertising. I only missed some music. Solid and weird entry.
I noticed something today: whe web version seems to have a glitch where sometimes the bike won't speed up unless you press 'W' twice. So if anyone played and thought that the bike was moving too slow, that might be why.
Felt good to play but could get frustrating after continuous fails ๐ Bike controlled nicely, tho like someone else mentioned turning faster even at low speed would've made it nicer and easier to get back on track after a fall. Liked the cute audience sprites and the little ragdoll character. Would've been great with some music of course. Nice work!
Idea was well implemented, but it felt very frustrating to play haha. The bike felt really nice to use and i liked the motorcycle sound that was used. Was a really funny and good entry. Well done!
The "stopping on a dime" mechanic has some fun consequences. I think my favorite is that doing a jump with the ramp lets you avoid the stops altogether. The first time I used the ramp I did not know about the stopping mechanic, but I did crash, so I thought the ramp was just a recipe for crashing into the wall. But later, when I started to try jumping off the ramp without crashing, it was a lot of fun, and part of the fun was that I still crashed a couple times.
(Also, one time I ended up in the middle section, and I think the lap wasn't counted that time. That does make sense, although I don't know if there's any good way to signal to the player that they are not making progress on their lap.)
I think the conduits have an interesting risk/reward tradeoff. In particular, I often crashed into a conduit when trying to use it to beat the timer. This is a fun bit of irony, as in an attempt to avoid being thrown off my bike, I am often thrown off my bike nonetheless.
One weird thing is that many many times I ended up like a meter away from a conduit when the timer expired. This often felt annoying because it seemed like I was going to make it to the conduit right on time, and I'm not sure if I ever did. I think the problem is that, it is difficult to give the player any leeway here, because the game only really will make sense if the stopping occurs in a very predictable timeframe... e.g. if the game were to give me an extra couple of frames to reach the conduit, it may be the case that I wouldn't be able to ever predict when the stopping would actually occur.
That said, I do appreciate the leeway that the conduits give you as you're leaving them. That was basically the only way I was able to effectively use them... by brushing past them slightly before the timer expired, allowing me to keep going.
Also, I think it could be worth pausing the timer whenever the player is off the bike. It seemed like it often took me about 10 seconds to get back onto the bike, meaning that I had to delay my acceleration, and then often it took another 10 seconds to turn around, meaning I had to delay the acceleration further. If the timer was paused, then the player would kind of get a free cycle every time they flew off the bike, and I think that would probably be fair.
But, overall, it was fun to try to wrestle with these mechanics, and to see the silly ragdoll physics when something went wrong. Here are my times from the second playthrough I did:
Also, one note about a bug: One time when I pushed "play again" and then started the game, the camera did not change to the player perspective but seemed to remain on the menu (?) perspective.
Comments33
Very impressive for a 3D game make in 48 hours ๐
Falling is so painful, so I go slow and steady :)
I can't say I enjoy the game that much. The bike doesn't have much punch (slow to accelerate/brake, or at least it feels like it), and having a fixed throttle (meaning when you release the button it doesn't decelerate) felt off to me, and made it hard to get a feel of when to slow down to be near the conduits.
The getting back to the bike after a crash reminded me of Road Rash on the Mega Drive/Genesis.
I do however really dislike the concept of getting thrown off your bike (maybe I'm just bad also). It was cool that you can just walk around though. Really odd racing game (in both a positive and a negative way. The electric obstacles and ramps were cool features.
Im following you on itch now - would love to see this become a kart racer! You're making me want to learn godot!
Well done I'm really impressed.
Cool concept with the full stop was a little frustrating maybe just shutting down the motor and having to restart it would be more fun. (I don't know has to be tested) But then you see less of the ragdolling which is so nice ๐
Encouraging the player to go slow at the time mark is a bit frustrating for a racing game. Being able to get around it by jumping in the air to avoid it or something would have been a nice touch, then wiping out would feel more like my fault. Controls also felt a tad stiff, but amazing work for a jam game!
I noticed something today: whe web version seems to have a glitch where sometimes the bike won't speed up unless you press 'W' twice. So if anyone played and thought that the bike was moving too slow, that might be why.
The "stopping on a dime" mechanic has some fun consequences. I think my favorite is that doing a jump with the ramp lets you avoid the stops altogether. The first time I used the ramp I did not know about the stopping mechanic, but I did crash, so I thought the ramp was just a recipe for crashing into the wall. But later, when I started to try jumping off the ramp without crashing, it was a lot of fun, and part of the fun was that I still crashed a couple times.
(Also, one time I ended up in the middle section, and I think the lap wasn't counted that time. That does make sense, although I don't know if there's any good way to signal to the player that they are not making progress on their lap.)
I think the conduits have an interesting risk/reward tradeoff. In particular, I often crashed into a conduit when trying to use it to beat the timer. This is a fun bit of irony, as in an attempt to avoid being thrown off my bike, I am often thrown off my bike nonetheless.
One weird thing is that many many times I ended up like a meter away from a conduit when the timer expired. This often felt annoying because it seemed like I was going to make it to the conduit right on time, and I'm not sure if I ever did. I think the problem is that, it is difficult to give the player any leeway here, because the game only really will make sense if the stopping occurs in a very predictable timeframe... e.g. if the game were to give me an extra couple of frames to reach the conduit, it may be the case that I wouldn't be able to ever predict when the stopping would actually occur.
That said, I do appreciate the leeway that the conduits give you as you're leaving them. That was basically the only way I was able to effectively use them... by brushing past them slightly before the timer expired, allowing me to keep going.
Also, I think it could be worth pausing the timer whenever the player is off the bike. It seemed like it often took me about 10 seconds to get back onto the bike, meaning that I had to delay my acceleration, and then often it took another 10 seconds to turn around, meaning I had to delay the acceleration further. If the timer was paused, then the player would kind of get a free cycle every time they flew off the bike, and I think that would probably be fair.
But, overall, it was fun to try to wrestle with these mechanics, and to see the silly ragdoll physics when something went wrong. Here are my times from the second playthrough I did:
Also, one note about a bug: One time when I pushed "play again" and then started the game, the camera did not change to the player perspective but seemed to remain on the menu (?) perspective.