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A jam submission

grav-racerView game page

Submitted by ionre — 4 minutes, 11 seconds before the deadline

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grav-racer's page


CriteriaRankScore*Raw Score
Authenticity (Use of resolution restriction)#854.1114.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Please do finish the game. I love the fact that you just pushed it to the metal with Rust! ;)


Really cool game concept for the jam! I can see this being easily expanded with lots of different levels progressing through space. I think as someone else mentioned, the fact that they do spawn in the same place means the player can restart and predict where they are (eg. just hug the walls and go full speed), so perhaps having some randomisation or movement in there might be cool.

I'd love to see more if you were to continue with it :)


I enjoyed this game, it's simple, neat and plenty of room to flesh out a story, levels, upgrades etc. I am also happy with my best score, you tell me did I do well?


Oh another thing, I get the feeling the 3 asteroids start in the same place each time? So the player can predict this and find it fairly easy, having them spawn randomly maybe on one axis only and keep them spaced out more consistently on the other?


I've thought about that. I'll have time to work on it today so I will tinker with the asteroids a bit. 


I push up arrow, but it doesn't do anything, is it a problem with focus?


Yes, you have to click the game area to get it to focus.


Seems an interesting beginning to a game concept, and embracing Rust compiling to webasm and webgl is pretty cool. This could be good stuff when it's finished; as it is, it's more of a prototype, of course.


I appreciate the feedback :), it gives me some extra motivation to finish the game.

I wanted to use this game jam as a way to teach myself to work with webassembly. It's also the first time I've used WebGL in any practical way. There's only so much you can do with Javascript and HTML canvas, so learning Rust, webassembly, and WebGL seemed like a smart way to go.