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A jam submission

Wasteland RacersView game page

an action packed twin-stick-shooter & racing game crossover.
Submitted by the-quick-red-fox — 2 hours, 52 minutes before the deadline
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Wasteland Racers's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#93.6673.667
Overall#123.4603.460
Accessibility#143.2783.278
Controls#153.5003.500
Audio#173.4443.444
Originality#273.3893.389
Graphics#283.4443.444
Theme#283.5003.500

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.3.2

Wildcards Used
Physician, heal thyself; Competitive spirit

Game Description
You're stranded on a dying planet and it's your task to gather the ingredients for a cure before the planet will be consumed.

Source
no it's a mess lol

Discord Username
the-quick-red-fox#1898

Participation Level (GWJ only)
first time

Participation Level across all Jams
first time, but work as software developer and SRE

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Comments

Submitted (1 edit) (+1)

This was super fun!

I loved how intense and fast paced it was, and it was super fun jumping focus between aiming, and driving. 

The game also felt good to play. The driving physics felt really good and it was enjoyable to drive around.

Your game design is also very well polished here. I like the idea of the leaves as a means to get the player moving around the map, and your approach to a problem I saw you mentioned in the comments with allowing you to drive off the map just at a slower speed. I like that items are pulled towards you once you get close to them so you don't have to be so precise.

The uncontrollable growth theme fits in here in two ways to, with the corruption and the gigantic wave of enemies. Once I figured out how to heal, every death felt like it was my fault, like I could have driven better to avoid the giant wave of enemies.

Speaking of that, it was incredibly fun to drive tactically in order to avoid an unwinnable situation. One time I lost because once the timer ran out I just made a b line for the station and ended up being completely surrounded and unable to move, so it was fun to have to drive in a way to avoid that. I didn't stop playing till I beat it.


I don't know if you drew all of the art, but the art looks very nice and cohesive. I just wish the bullets were a little bigger. I'd say the outside of the map should be something else though, instead of gray. Maybe the dirt sprite, but darker, and zoom in the camera so it's clear that you shouldn't be here, but it doesn't look like a bug.


My only negatives for the game is that it would do good to have more feed back, the menu moves really slow, and the game seems unoptimized for starting?


For feedback, it would be nice if the car  had some sort of effect when it got damaged, maybe just a white flash or a damage number. You have screen shake and a sound which is good. Same thing for healing. Maybe if the car became more scrappy as it got damaged, and it was all healed when you press E.

The buttons need to have hover sprites, something that indicates its registering that I'm going to click it and that when I click it, it did something. That would allieviate the issue of the next problem.

This game doesn't look like it should take that long to start up. Whenever you click restart or start, the game freezes for like 5 or 10 seconds before loading it. I often did not know if it worked because theres no response on the buttons.


Last issue, the fading transitions in the menu need to be way way faster.


Overall though, amazing game, I really enjoyed this one and had a blast playing and beating it.

Developer

Heya thanks for playing.

The credit for the driving really just goes to KidsCanCode, I simply tweaked the variables haha

The art is mostly taken from free sources, all in the credits of course, I just tried my hand at the "research station" and completely misjudged the pixel size ^^' unless you're referring to the UI, which I quickly mocked up in GIMP inspired by the color scheme and design of the wildcards. I thought about making the background yellow-ish looking to fit with the corruption/wasteland but I figured it was equally unappealing to just have a single solid color, I might experiment with much more map than necessary next time.

The startup of the game really did need a loading screen but unfortunately I just didn't get around to it. Problem here was the function to calculate an array of coordinates of the outer edge of a box was pretty "heavy" and made the game stutter a lot so I pregenerated a gigantic array holding arrays with the outer points of a radius for each radius (it's a bit confusing to describe) and then just used to current outer radius as index for the array during gameplay. There's a high chance you can solve this issue in a much more performant way as I'm not very math proficient at all but it's what worked for me at the time.

In terms of the car, well, when planning the game, in my mind I imagined some form of off-road suitable vehicle like a sand buggy but as you can tell I didn't really find any open art for something so specific so I just kept it at the car for now, unfortunately I'm not a very good artist at all. I agree though, more feedback and a graphical HP display would be nice.

When it comes to the buttons yeah, those are totally valid points but I struggled so much with the UI system to a point that I positioned some things just by turning them into a Node2D and freely placed them, which came as a bit of a surprise to me as I have some minor experience with the layouting of native android development and some decent experience in flutter from my job, but something about understanding the concept of the UI system easily but just not quite being able to make it work was so frustrating that I left it there and focused on other aspects of the UI like settings etc.

Refer to earlier for why it takes a while to start up, game really needs a loading screen indeed.

With the menu transitions I took a bit of a gamble, in web development we say that "300ms is a noticeable delay" so I put it at 1.5 seconds as a bit of an artistic decision, but shorter animations using cubic interpolation would probably suit the job better than a linear fade I agree.

I'm glad you enjoyed it.

Submitted(+1)

This was intense and fun, although I don't think I was particularly good. I just can't focus on both shooting and driving! I think I encountered a couple bugs. The tutorial would loop over and over, either on the first screen, or after two or three screens it would go back to the first screen again. I had to kill the game and launch it again. The start and retry buttons also caused the game to get stuck sometimes. But hey, I know you can't catch all bugs in a jam game.

Developer(+1)

I get what you're saying, it's definitely a little bit more complicated to steer than your regular twin-stick shooter haha

I'm surprised about the menu bug tbh, it's in a for loop that counts up to a number and then queue_free()s so you must have managed to trick the animation player or something, first time I've heard of it too, thanks for letting me know.

Starting a game is laggy because I do a somewhat hefty for loop at the start to pregenerate some coordinates used for advancing the spread of the corruption, it kind of was the only solution to fixing the lag created from generating these step by step during gameplay but I agree that should have happened in a multi-threaded way in a loading screen, I'm just unfortunately too experienced and couldn't make multi-threading work (darn you mutexes), oh well there's always next time.

Thanks for playing!

Submitted(+1)

Congrats on your first game jam entry!

This game was very intense in it's gameplay, and I thoroughly enjoyed it yesterday and today as well. People already mentioned the car collision from the front that ends some attempts without mercy (but you mentioned how you would try to resolve that, so that's a great mindset already) and I think the visual clarity for the bullets could maybe be better resolved, but your care for this project shows. Good luck in the future!

Developer

Thank you! I recommend using the HUD sytem to avoid head on collisions in the meantime haha

Submitted(+1)

Awesome job done. Nice game.

The controlls are smooth and overall the game looks and feels very polished.

Submitted(+1)

Cool game! Didn't understand the point of the scraps though, didn't seem like they restored your life nor counted towards score? I may have missed something though.

The ending indeed is pretty hectic, I kept dying by being stopped by cars going straight into me and then being shot by all the other cars at once. Pretty intense stuff if I do say so myself x)

Developer(+1)

Thanks for playing! You need 5 pieces to use the heal. And yeah I tried removing dead stops from the game because they're unfun but even making the enemy collision shape a circle didn't help, I might add some additional logic where you push away enemies you bump into if I ever get back to it.

Submitted(+1)

Cool game! The end is crazy hectic, it was tough to avoid getting completely surrounded.

Developer

Thanks for playing! I really tried nailing that intense ending so I'm glad it had that effect.

Submitted(+1)

Although there is a small bug (could drive off the map) its pretty fun and fast pased.

I liked the controls and visuals

Developer

hey, yeah driving into a wall and getting kinda stuck interrupted the flow of the game so much that i just allowed it and made out of bounds driving speed the slowest as to not encourage it, thanks for giving it a try

Submitted(+1)

Pretty fun. I took me a few tries to beat it. I liked the encroaching corruption tiles, it added some good flavor. I wish the turning radius was a bit easier with a keyboard; I didn't like doing a three-point turn while getting shot at haha :).

Developer

thanks for playing, yeah i tried accommodating for that a little by making items fly towards you and allowing players to go out of bounds so they don't lose all their speed driving into a wall, it's usually smarter to just drive past a missed pickup in a circle and slow down a little while turning