T.O.R.Q
Burn some metal and risk it all for the fastest time possible in the traditional sport of an airborne civilization.
Controls and how-to-play explained in the game. Press R at any time to restart
Note : I made everything except for the music and audio. I made the sound of the racing gear but apart from that, the music and audio are both are from Pixabay.
Link to the music on the game page



Comments13
Great work, very fun 🖤
I did die a few times on the cross-road bit of undetermined causes, not sure if I got jumped on by another player, or I ran out of spins..
Here my score.
Once out of energy, the character stops very suddenly, I feel like that really crashes the mood. What if it had something like a second-wind mechanic where you can still glide to a booster or over an enemy?
I think it could be more clear that you can't really break while the gear is in the red outline. Once I figured that out, it became much easier.
I liked the small details as well! Very cool!
Anyway, professional game, as always I spent more time than expected.
The game gives a wonderful feel of elegance, I don't see any part of it that is not used, and what I didn't expect is that this is a new take on such a game. Combining new solutions and making it elegant is remarkable.
My only criticism is that the game makes it very hard to jump over each and every enemy. Their paths often close to the edge of the road, thus making it not possible to jump over without a huge risk of falling off the map. Also I find it a little annoying to wait for the timer. Yes, of course it is some form of punishment for mistakes, but I see this game more like a speedrun, like VHOLUME or FALLSTRUKTUR (I would love to know your record on FALLSTRUKTUR original map). So if it is actually a speedrun game, it should not ask to wait to start a new try.
I also like details, like trail behind player gear. It's funny to say, but at some point it gives me a good enough marker to aim my movement, and that helps me jump over enemies better.
Also, I have a general "why": why are we jumping? Why does it give us some boost? Did you have some reasoning behind it all? Of course, it's an abstract game with game design in front, but it seems kind of reasonable on second thought, though I still don't get it.
First of all, great score and thank you for the feedback :)
As for the timer, I originally meant this game to be more of a racing game, which is why the startup timer is even present to begin with. I suppose in the end it became more of a speedrunning-esque 3D platformer lol.
( Keep in mind that the startup timer doesn't add seconds to your time in the end though. That starts counting only when you actually start moving )
As for " why " jumping over an enemy gives you a boost, I didn't really think of any lore reason at the time. I just wanted to do something different from just taking out opponents by dashing into them like in burnout. Hence the idea to instead jump and around them.
If you'd like sstory a reason for why it gives you a boost and energy for your gear, I suppose a reason could be that the player siphons energy from them by jumping over them or something like that lol.