Great style and love the idea of a auto-racer (new genre?) Would love some more strategy to lift the difficulty overall and something on-screen during the race to show how close/far chris is from you. I love the shop and little references in there as well as the style, need more voxels in games! Nice job! OUG OUG OUG π
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Monkey Auto-Cycler's itch.io pageHow does your game fit the theme?
It's like an autobattler but instead of fighting it's Connor and Chris racing on bicycles.
Did your team create the vast majority of the art during the 4 days?
Did your team create the vast majority of the music during the 4 days?
oug?
oug πππ
Comments
Voxel look is great, but it felt almost impossible to lose. Idk if i got something broken as my first item, but i never saw chris for more than 2 seconds. Also, since it's an auto-battler, this meant i could just kinda check out from the game. Loved the little references in the shop brands!
Thanks I did the voxel assets! You're 100% right on the difficulty. We were about to update the game with a balance patch literally seconds before the deadline but sadly we couldn't get it uploaded in time. We would have ideally liked to include more feedback and info on the screen during the race segments but sadly as with most jams we just ran out of time.
Thanks for checking it out :)
I loved the pixel style retro look going on. The sceneries were beautiful to look at as the boys cycle through them. However, although it is an auto-battler, I wish there was more interactive gameplay elements in them. Aside from that, fantastic work!
I think this idea is very cool and the visual style especially is stellar. The voxel art with the pixel shader was a vibbbbbbe as the boys say. I like the gameplay although I think it disengages with the player a little too much. I was a bit confused on how well i did and what to pick, and felt it was a little too idle during gameplay. I think having a progress bar to show whos winning and how much further you have left could really help. I also think giving just a little hint about what the next course could really enhance the strategy of customizing your bike. Very cool concept and genre chocie, with amazing art execution in such a short period time, nice!
much thanks ! Ecks did a great job on the voxel art :)
100% agree, game def lacks tactility during the actual racing part. gonna need more work to capture what make auto battlers feel good.
we were also planning on showing what the next level would be so you could prepare for it in the shop but unfortunately ran out of time hahaha
That's a really solid base ! The parts are really varied and it looks like there are plenty of ways to go about improving your build.
However I think the complete lack of any information about your current build or what's going on in the race makes it a bit hard to really engage with. Sure I've got a part that increases stamina recovery rates and such but I don't really get to know how that affects how the race goes, and what happens during the race is a bit hard to decipher if a slow down happened because of the opponent's gear or if it did for another reason.
I would love to see a post jam build with extra UI :
Stats in the shop + some quick explanation of what each actually does,
And some feedback during the race on the status of each opponent with the stamina/speed, buffs and such, at least a slider to indicate the position on track to see how much you're crushing or getting crushed by.
Still got a grasp of it and absolutely smoked Chris on all stages though haha !
Overall really well polished, impressive !
Cool game concept and graphics. However, although I'm usually a sucker for auto battlers, I feel as though cycling doesn't activate my neurons quite in the same way that battling does.
Sorry for the confusion. There's no real instruction on how to play other than you choose what bike parts you think will help you win the race. The race sections themselves play out automatically after that.
Sadly we didn't have time to put instructions/tutorials in the game before the jam submission deadline. Hope that clears things up!
hey man thanks for saving me from those radioactive crocodiles while carrying them with one arm and using the other to save a school bus full of children really guy +rep 10/10 would play again
Either this game was pretty easy or I am a genius. I didn't lose a single race! I mostly went for speed archetypes without random. Would have liked it longer, and for music it seems it isn't custom, but I would have liked some more exciting music for this game and variety. Visually this game is really cool, voxel isn't a common style around these parts. Game wise, as I said I might have been a genius or it was pretty easy. Not gonna ask for too much longer since this was a jam game that was already amazing for the time, but as a game longer would have been nice either a 5 stage large scale race instead of 3 or two races of about this length. Quite fun to play though. Nicely works with the theme as well! Very nice very nice
Ecks loved the voxel art glad you got to do it on your project. I liked that choice of being able to choose parts but MY ADHD was yelling at me to do something when the cycling part came up. It would have been nice to have some sort of something to do then just be AFK. The art and theme was amazing my only gripe was not being able to do something on the actually racing portion.
Ecks did a really great job on the voxel art!
100% get the feeling of wanting to do something during the race, but it IS an auto-battler type thing, kinda like TFT. I do agree there needs to be some more engaging aspects during the actual racing though. Wasn't quite able to do some UX passes like add indicators when the bike parts are activating their abilities and stuff.
Get in the bin Chris!! It was really satisfying watching the bike cruise along the road. Great work
Great visual cohesion by combining voxel 3d models and downscaling the screen for a pixelated effect. Feels very vaporwave and I'd want a loop playing as my desktop background xD
Oh and I like the little detail of having companies/ vendors attached to the parts. Snuck some worldbuilding in there :)
Yeah voxel/pixelated stuff is really close to my heart and it's something I really want to continue to explore. The other guys on the team whipped up those amazing brand names so quickly I was in awe. It would have been so cool to really see how insane and varied the builds could get if we had time for more stages/races.
I love games where you build a deck or a character, and this game delivers. Working out the best build either to be stamina based, top speed, or basing it on how much you lose or fall behind. Great stuff, and it was satisfying for my second go around to absolutely smoke my enemies. The voxel art style is cool and you don't see it as often as others. I enjoyed this and its definitely a type of game I'd spend hours building the perfect bike. Great job!
Echoing that it would be nice to have some idea of your stats, but honestly a really nice idea. I think I lucked out with my stats the first time I played because I never saw Chris once past the starting line! And the aesthetic of the racing section is killer, genuinely incredible vibe, would love to see it applied to a full game where you just get to cycle around this cool reto pixel landscape.
Yeah there's definitely a lack of indicators with regards to what the bike parts actually do when the race is actually happening - both in terms of a stat sheet and item procs. First time for us trying to make an autobattler type thing, ran out of time for some that sadly, but defo doing that next should we continue working on it !
Neat concept of the auto-battler. Others have mentioned it but yeah being able to see your total stats would have been nice haha, I didn't know If I was replacing parts if i got the same part as a previous pick either.
Man i love auto-battlers like this, the pixelated effect on the auto battler part is really nice, it needs some balancing though.
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