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Horza Forizon 23's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #83 | 2.400 | 2.400 |
Graphics | #93 | 2.600 | 2.600 |
Overall | #93 | 2.367 | 2.367 |
Sound | #102 | 2.133 | 2.133 |
90's | #102 | 2.333 | 2.333 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Oh my god I beat all of the other commenters
(And yea, the physics are kinda bad but the visuals, they do be evocative of vibes)
i am a pro gamer
You are officially the best Horza Forizon 23 player! Congrats :)
Thanks for playing.
I beat it haha ^^
Thank you for playing :D
I managed to get an unbeatable score on the second track \o/
go ahead and try you wont beat it haha ^^
Thanks for playing :) Nice score!
I know everyone is talking about the driving controls, I had problems too
It seems like we are all on the same page. At least it is crystal clear what we need to work on.
Thanks for playing! :D
Very cute and simple but the driving physics are a little wonky. I kept spinning out on the turns but maybe I just need to get better at drifting lol
Haha! It's not you ;) It is possible to "master" the prototype and drive OK, but shit hits the fan as soon as you get a bit of speed.
Thanks for playing!
I was rather surprised to see a racing game here. The controls were rather clunky imo, the faster you go; harder it becomes to steer. I was reading some of the comments and noticed you were having problems with the VehicleBody3D node, I recommend this tutorial
to get startedThanks for the feedback & advice! :)
I think you have a good start here. My main complaint is much the same as Richo's. The way the car controls is wonky. Sometimes I'll try to turn while traveling at speed and nothing will change. Other times I'll be going 30 km/h and spin out with a tap in one direction. I think you guys should keep working on it after the jam and dial in the driving mechanics. It may be worth it to side-step Godot's VehicalBody and many of the automatic forces in general if you want really tight, arcade-style driving. I know RigidBody in godot has the _integrate_forces() function that allows for stuff like this.
Thanks for the feedback! The driving mechanism will definitely be the main focus going forward on this project.
Nice game! I really like that you did multiple tracks and the tracks have elevation. It makes it much more interesting than just a flat plane.
The car is a little hard to control, though. I’m guessing you used the VehicleBody from godot? I tried it in my game and had a really hard time configuring it to feel nice. It’s probably my fault but I ended up using a simpler method I learned from kidscancode: https://kidscancode.org/godot_recipes/3.x/3d/3d_sphere_car/ I wanted to go for a more arcade feel so this worked great for me.
Thanks :) Even did a good job getting into Blender throughout the jam.
You are spot on! We spent a lot of time trying to tune it, but we were not able to get it down. I think the main issues are that it turns to hard and that we apply too much engine force on the wheels, thus losing grip / contact with the ground. We are gonna check if adding controller support can remedy it, but I do believe that a different approach will be more manageable for us than trying to tame the physics engine. Thanks for the advice!