Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Deathland Drifters PrototypeView game page

An online co-op post-apocalyptic vehicle combat game
Submitted by Railgun Games, rangernoodle, Spicer Audio (@spiceraudio) — 10 hours, 55 minutes before the deadline

Play game

Deathland Drifters Prototype's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic#193.6253.625
Originality#273.0003.000
Overall#293.0833.083
Playability#382.6252.625

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+2)

I really like the presentation, very clean. There were some issues with weird shadows appearing on the sand (I think?) but overall very nice.

In terms of feedback, a few things stood out to me. One was that the camera felt too sensitive, or the ship was too big on the screen, or possibly a combination of both? Either way, I often had difficulty getting my bearings. It also took me awhile to figure out that the railgun's on a cooldown and I wasn't sure if I was firing it or not - even when I figured out it was on a cooldown, I wasn't sure if I needed to face the enemy directly or fire from the side pirate style.

Pretty cool concept and I'm looking forward to playing the final version to see where this goes!

Developer

Thanks for the feedback!
We plan to fix the weird shadow issue with the shader (already have in fact).

There is going to be a rework of the camera for sure, pretty consistent feedback is that it seems a bit out of control - it was basically just slapped on and worked so we moved on to the more complicated things like trying to keep the player on the ship and smooth hovercraft mechanics. Ideally we want it to be freely controllable, but track to behind the ship or something so it's easier to see where you are going when driving. At minimum, we will be pulling it back a lot so that you can see more of what is going on - at one point the ship doubled in size but the camera distance stayed the same, so that's partly to blame.

There will also be more UI elements in the future - visual for railgun cooldown (possibly a reticle wherever it is facing, we'll see), visuals for cooldowns for other abilities to come, not to mention visuals for the drifting mechanic - there is actually a boost if you drift long enough so that you are launched in the direction you're now facing, and a super boost if you drift for a long time, so there will be some indicator either with UI or mario kart style to let you know that you've achieved it.


Thanks for the pointers and we hope you enjoy the next version as well!