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Rabid Racers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Quality of Game | #3 | 3.571 | 3.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- very visually well put together, sadly mechanically is letting itself down. unable to control self while in air No "put back on track" function so if (while unable to control in the air) I ram into a wall with a speed boost active, i'm spending 30 seconds to reverse out from the wall and get back on the track. Fairly sure the lap counters bust - as ran round that track 3 times and was still on lap 1. Took 2:30 to get through 1 lap. like it's a nice big play space but 6 minutes a race is a bit huge? scaling back and creating a tighter more polished final product would probably help out with this. Car seems very "floaty" as well vs other cart titles. overall though, decent enough project just lacking in key areas.
- Good fun game, nice drift boost mechanic. Volcano level was dramatic and interesting. Shame there's no multiplayer, or at least racing against AI. Good potential though.
- - Nice dynamic trailer - synced well with the music. Had energy - but didn't obfuscate the footage with LOADS of constant cuts. Demonstrates the gameplay well, as well as the environments, and player characters. - From the controls screen managed to navigate back to the main menu, which was under the control screen and lose the cursor :s - Really nice little kart racer! Shows a lot of potential - The art looks fantastic! The scenes look dramatic and well lit! Lava areas look bright, and other areas look slightly eerie. Everything looks like it's from the same world. Stylised and consistent art! - Car handling is also pretty good - boosting has some weird characteristics. When you trigger it, it feels great, but braking when boosting seems a little to effective, likewise, accelerating from a standing start with "left over boost" also feels odd how quickly you get up to speed. Maybe boost should reset to zero if you stop or are reset? The drift mechanic is a really nice addition, I think you need a slightly better ability to adjust your angle when boosting as maintaining a drift on the shallower, sweeping corners was a bit too tricky - I kept slowly moving to the inside of the corner a bit more than I'd like and sometimes falling off track. If feels like the angles you can achieve with the drift mechanic don't quite match up with the angles of the corners in the track. Out of boost - the car handles well! - Maintaining a drift up to a jump and releasing to maximise my speed into the jump regularly meant I overshot the track, escaped the game world or landed in unreachable areas that let me drive around under the main gameplay track. Consider adding some mechanics to reset the player if they leave the track bounds, or magic forces to try and slow them down so they never quite leave the "safe playable area". - Track design is excellent! I really like the branching routes, and that some of them have completely different types of hazards to navigate! This would be great as a multiplayer! There weren't a lot of really good places to use a boost that would let me maintain the speed and navigate the track without snagging on the track edges. Perhaps it's just a little too fast? When I did hit obstacles when boosting found it very difficult to get back off them because of the boost... - Reset to track places you a little too far away from where you last were and rotates you 90 degrees to the track direction. - Track physics has got a fair number of snags in it - particularly around the finish line and the earlier, similar cabin - there's quite a steep edge to climb which I was regularly getting snagged on or pinged off into out of track areas. In a game like this, don't be afraid to smooth out some of the driveable surfaces a bit to improve the playability. Maintaining the flow of the race is quite key to the feel.
- Foundations of a good game there but needs some time to design some more fundamentals, there are many elements that mostly work but none that consistently work. Bugs/Feedback - UI being controller supported is nice. - Boxes hard to see, use an unlit or emissive material so the boxes can be seen easily and/or in any lighting condition. - Collision seems inconsistent - often isn't flush which leaves the car jammed on tiny bumps. - Strange floatiness when falling. - Lowering quality seems to have performance issues... Why is there a 15fps option? - The cooldown on the slide isn't clear but sliding feels good and UI on the skidding is great. - Full playthrough of a track is a bit long for just a time trial, the map is well detailed and lighting is decent. - Only one track despite a leafy one in Victory screen background? - Animations look snappy, this is slightly distracting to the eye, if you used tweens between poses to make this smoother it would be a great help to the player's focus.
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