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RTA'24: Real Time Attack's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #561 | 2.722 | 3.333 |
Presentation | #568 | 2.722 | 3.333 |
Gameplay | #590 | 2.313 | 2.833 |
Overall | #592 | 2.586 | 3.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I liked messing around with using viewports as textures.
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Comments
neat design but controls would really have gained to be improved, its way too rigid, im curious about your strategy as the dev to optimize your run, would love if you could add a video demo :)
Thanks for the feedback. Here's a video. Even aside from the general lack of polish in the handling, I had used this game as an opportunity to learn how to handle analog input, in particular the triggers for braking and driving, not realizing that the HTML gamepad standard assumes the triggers will be digital buttons. So most of the playtesting I did used a control scheme that the web export ends up not supporting, not that that control scheme was much better.
i see, that make a lot of sense, tbh web format seem to have been pretty much a curse overall this jam
Interesting visual style, I could see this being a full game on mobile as a minimalist racer, maybe with gyro controls. I didn't really see the connection to the theme for the jam, what was your spin on "Aberration?"
Thanks for the feedback. As implied by one of the (admittedly blink-and-you'll-miss-it) loading screen texts, I posit that if a train is an "angel" the automobile is its fallen equivalent. Racing games tend to be heavily themed around real life locations, events, and vehicles, or at least facsimile of those things, where this is completely abstract; racing game UI tends to be pushed into the corners and edges of the screen, where this game's map and gauges take complete precedence over the "world". I was inspired by Virtua Racing to focus squarely on the timer, as in that game you could be on pace for a podium finish and still be unable to beat the clock. Why not remove cars altogether? It's a pretentious stretch, but that was encouraged in the prompt.
ok cool, I just didn't really make the connection, I think I missed the loading screen. Thanks for the clarification!
controls are very odd on keyboard, and it takes forever to retry. the visual style is very fun
Thanks for the feedback. I will admit the keyboard controls are, basically, a last minute afterthought.
I like the more retro style racing game graphics, the game itself is pretty cool.
Nice visuals and interesting camera viewpoint.
I really struggled with the controls. In addition for a game where it is likely that the player crashes/fails fast it is important that the player can try again soon. Here it takes a long time between each try. This discouraged me to go faster, because failure would mean a long wait time.
You should try to get someone to play your game during development. That way the person can tell you when the control scheme feels off.
Thanks for the feedback. I didn't start on the game until the Friday before the deadline, and didn't give myself time to tune the handling or polish much. I set the level up as a tilemap hoping I could easily construct multiple tracks, but ran out of time and put in a retry at the last minute so the game had a "loop" at all.