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A jam submission

Retro Racing: Double DashView game page

A fast arcade F1 racing game
Submitted by Richo — 12 hours, 55 minutes before the deadline
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Retro Racing: Double Dash's itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#34.4004.400
Art / Graphics#104.4674.467
Overall Fun#114.1334.133
Sound/Music#114.1334.133

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

Jam Host (1 edit) (+1)

Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

As the title promised, it's a retro racing game. It was fun to play, but there were a few issues I felt needed to be addressed...

1. I did all my testing with AI, and the AI is just way too good. I found, especially during the final lap, that one or two small mistakes would lead to me being sent to last since all of the AI racers were together.

2. I've made this suggestion with another racing game that was in a past FQ event and I'm going to make it for yours as well: you should have a map in the top right corner. Knowing who is in what place doesn't matter as much as being able to get an idea of the map course, especially since you could easily just put the racers on said map and that could show who is in what place.

3. This is a personal suggestion as someone who tries to learn all they can about copyright and trademark law: don't call your game "Double Dash." Besides the fact that this name has no bearing on what's in the game, this would be a good way to get Nintendo to give you issues. They've trademarked the "Double Dash!!" part of the Mario Kart Double Dash logo, and while yours doesn't match it perfectly (different font, no use of dash lines and exclamation points, but the flag thing was used for Super Circuit), they could still come after you if they so chose to. Given that the font is absolutely the same as what Nintendo has used on past games and even matches the style of "Super Mario World," they could make a strong argument about the idea of you using the two aspects combined to lure people in using the Mario brand.

These are the big things I came across. I look forward to seeing more! :)

Developer(+1)

Thanks for playing my game! I couldn’t catch the stream live, is the recording still available?

Thanks for the feedback, I agree about the issues you mention. I think the biggest problem is that the bots are all exactly the same, it would be better if they had multiple levels of difficulty. I’m already thinking of ways to improve on that, ideally I would like each bot to have a “personality” that would manifest through their driving skills. I don’t think I will be able to implement that, though, but I’m sure I can make some slower bots :)

Also, I think I made the car slow too much when going outside the track. That contributes to the issue as well. I think I can make it a little more forgiving so that one mistake doesn’t mean you lost the race.

Regarding the minimap, you’re totally right, although I don’t know if I would put it on the top-right corner. Maybe I will hide the onscreen controls when playing on PC and put the map on the bottom-left and a speedometer on the bottom-right. I’m not sure…

Thanks for the advice about copyright. I wasn’t even thinking about that. I was just trying to make a little joke with the obvious reference to the Mario Kart series. It would be funny if I were to get in trouble with Nintendo over such a stupid joke. But you’re right, I’ll choose a better name for the next version. Thanks!

Jam Host(+1)

The VOD will be up in a couple of says on my YouTube page.

One thing I can suggest for controlling the AI is to try and make a number system. The higher the number is, the faster they typically go.  That way, you can set the three computers to different numbers to represent how good they should be.

An idea of how this would work is this: the higher the number, the higher the top speed of that car if it's ahead of the player. This can then be randomly assigned to each car. They can get faster when you're ahead, but they slow down when you're behind. You could even make cap speeds for when they're ahead.

Developer

I like the idea of changing their speed depending on the player position. That should increase the chances of having a close race, which are the most fun

(+1)

Overall a very enjoyable retro racing game. I like the stages, my child joined in to play as well it's intuitive enough for her to get a grip. She does have one request, can the player car have blue color? lol

Your game starts at 24:36

https://www.twitch.tv/videos/2095808922

Developer(+1)

Thanks for playing my game! I’m glad you liked it. I had a lot of fun watching your kid yelling “I made it!” every time she crossed the finish line :)

Thanks for the feedback, BTW. I don’t know if I’m allowed to update my game during the voting period but, just between us, if you play as “Mayshing” your car will now be blue ;)

(+1)

LOL yeah we noticed today when she revisited, she's very happy about that. But then asked for the car to be green. XDDDD I think she just really wants a car that can change colors. Upto you if you want to do any updates on that. lol This is a temp VOD until I save the archive with highlight.

https://www.twitch.tv/videos/2096181782 

Playtime: 02:22:37

Developer (1 edit) (+1)

I’m glad you noticed the update while playing on stream, that was fun to watch :)

I’ve made a new update that I hope will satisfy your daughter. Now you can choose the color of the car by clicking on your name on the drivers list (before starting the race). I even added an exclusive purple car just for her.

(+1)

LOL AWESOME. Oh she will ask for this game again soon I am pretty sure. 

Submitted(+1)

I love racing games, although I am really bad at them. :) When I raced against computer cars, they went ahead quickly, and I never saw them again. The browser version worked fine for me, and it was fun. It would be helpful to see the overview of the whole track before the race starts. Also, the time for different racers after the race ends.

Developer(+1)

Thanks for the feedback! I’ll keep it in mind for the next update. The bots seem to be the biggest cause for complaints, I think I’ll have to fix them first.

Submitted

Great game! Gives me the vibe of Moto Recer from 1997 (nostalgia hit hard xD)
I feel like adding some kind of speedometer would be nice, but still great job :D

Developer(+1)

Thanks! I agree a speedometer would be nice. I’ll have that in mind for the next update.

Submitted(+1)

I love the retro vibe and definitely see myself playing something like this with some folks online ... which is also impressive that you had that, did not manage to find people to play online, but the fact that it is there is already impressive enough.

I think I found a bug though ... if you press left and right arrow keys individually without accelerating, something weird happens with the music, it seems to kinda stutter

Developer(+1)

Thanks! Online multiplayer doesn’t work as well as I would like, though. I didn’t have enough time to implement any fancy synchronization so if the connection is not great you’ll see a lot of hiccups. This is the main area that I would like to focus for the next update.

As for the audio bug, I couldn’t reproduce it. Did you by any chance played the browser version? I know Godot has some audio issues on the web

Submitted

Yes it was the web version, interestingly enough if you press right or left while holding the accelerate arrow the audio does not get hiccups

Developer

Weird, I can’t think of any reason for that specific behavior. I’ll look into it. Thanks!

(+1)

Feels like AYRTON SENNA'S FORMULA 1 ^-^

Submitted

You definitely nailed the retro racer vibes. And I got to say, I did not plug in a gamepad for this which is typically the classic mistake while playing a racing game. But I found that your game actually played great with the keyboard anyways, so that in and of itself is impressive. Loved the music and the different courses, you managed to give each one a very unique look. The only feedback I would give is that the AI racers seem a bit too good, as I made one mistake early in the race and then never saw them again. 

Developer(+1)

Thanks for the feedback! Other people have commented the same about the bots, it’s funny because I thought they were too easy :)

I think the problem stems from the lack of difficulty curve, as all bots behave exactly the same. I will keep this in mind for the next update.

Submitted

I think that is a good way to look at it. If one racer was doing that well but the other bots had different skill levels, it would make it feel a bit better. I might not be a great reference for if the difficulty is balanced though as I haven't played a racing game in a little while. But a difficulty slider/option might be a good way to go about it too.

Developer(+1)

Yeah, my initial goal was to have multiple bots, each with its own name, driving characteristics, and difficulty level. That way you could choose your opponents based on your level. I didn’t have the time to implement this, though

(+1)

Nice Game. Controls feel good on Android and it runs smooth. 

Submitted(+1)

Hey, I remember your entry! Loved your game, and left some feedback in the judge's section of the other jam! I will leave just some small notes that I did not get a chance to put in the other one!

- I liked how fast I was able to go in the game, but something I would have liked personally would be a speedometer. I like being able to see if I am reaching a max speed.

- Potentially remove the Android control buttons from the Windows build? Kind of picky, but some weird mental thing for me is that I like a game that feels like its native. Though I am very sure it does run native, its a weird thought in the back of my mind whenever I see mobile controls on a desktop application or web game.

- The game is definitely challenging (though I am also really bad at driving games so maybe its a skill issue with me lol). Maybe add some slower bots potentially as either extra drivers or in an easy mode?

If you ever get the chance could you also try out my game as well? It was supposed to be for 32Bit Spring Jam, but did not get a chance to properly polish. Anyways, nice work on your game and I await to see your future progress :D

Developer(+1)

Hi! Thanks for your feedback, in both jams :)

I thought about adding a speedometer but I didn’t know where to put it given that so many of the screen is occupied with the mobile controls. Now if I remove the controls on the windows build I can put the speedometer in one of the corners. That would also free up some space to put a minimap, which could also be nice. I initially didn’t hide the controls on windows because I kinda like the Trackmania speedruns where they show the buttons they’re pressing on screen but I agree it doesn’t look good and it serves no real purpose.

The bots are difficult at first but once you learn how to approach corners at the right angles you can beat them pretty much every time. I should add slower bots, though. It’s one of the things I wanted to do but didn’t have time (or energy, to be honest). I will make sure to improve the bots for the next update.

I haven’t played your game yet but from the screenshots I’d say it looks very good, it’s a pity you didn’t finish it in time for the 32bit jam. I’ll play it later when I finish working for the day.

Submitted(+1)

Great game, feels very polished.

The only issue I have would be diffculty, I don't know if I just suck but I  could never get past any other car (bots). Is there a turbo mechanic or something that I'm missing  ? xD I might try again another time.

Awesome work overall :)

Developer

No turbo for now, but that’s something I’d like to implement sometime. The bots are not that hard to beat, you just need to know how to approach the curves better. Once you learn how to beat them it’s quite easy. Thanks for the feedback :)

Submitted(+1)

Played in browser, the game looked and ran great.  Flat-ish art style and music were great.  The perfect-traction physics model allowed for fun racing even without any elevation changes, but the collisions feel awful.  Cars seems to sort of teleport away from each other, and don't exchange momentum properly.  I can imagine that the perfect-traction model limits the sort of collision physics available, but perhaps a different compromise would be better.  Maybe the cars exchange momentum a la Newton, but instead of sliding sideways they just turn into their new velocity vector.  

The bots were good, but not unbeatably so.  Still, they could use more variance, as getting 3rd place is about as hard as getting 1st.  Give us one slow bot!

This seems like a solid and enjoyable base.  A little extra would go a long way to adding interest to the game and it's tracks.  Maybe boost (or bounce!) pads on the tracks, maybe some items to pick up or interactive environment pieces to set traps.

Developer

Thanks for the great feedback! I completely agree with you, although I kinda like the jankyness of the collisions :P

You’re right that the traction physics model complicates things a little. I tried to workaround it by checking how much the new velocity is aligned with the car’s forward vector and if it’s sufficiently aligned I just replace the old velocity with the new one, otherwise I add the new velocity. I probably just need to think about this harder to come up with a better solution.

You’re totally right about the bots, of course. That’s just lazyness on my part: they are all exactly the same so once you learn how to beat them it’s very easy and not so fun. I will fix them for the next version.

I like your idea of having an interactive environment but I’m planning to eventually be able to have fully procedural tracks and I don’t know if I can do both. The boost thing, I totally agree. Also, I will eventually add elevation but 3D math is hard for me and I wanted to simplify things as much as I could :)