This is my favorite this trijam. I'd prefer skills on cooldown, rather than on timer, but still, very very polished piece.
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A Beautiful Day for a Drive!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #4 | 4.100 | 4.100 |
Visuals | #5 | 4.100 | 4.100 |
Audio | #5 | 4.000 | 4.000 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #6 | 3.900 | 3.900 |
How well does the game fit the themes? | #15 | 2.900 | 2.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2 people - longest time: 5 hours
Comments
loved the way this is turning out ....awesome upgrade system ....hilarious sounds ....background music keeps u pumped all the time ....i want to see the final version now :)
nice work guys! loved it again with what you guys have done....
one small feedback for the next one, after every 2kms when we upgrade, the previous upgrades should go off and the car chaos should also be changed bases on this...this will increase some difficulty as you go ahead but not make it too much....right now even though i have all the upgrades with me at the end, still i cannot make it far because the car chaos increases too much and there is no escape.
Played a run earlier today and played another run just right now---this is so surprisingly enjoyable! To be completely honest, I was just expecting a simple driving minigame, but this game went well above my expectations.
The gameplay loop is addictive, the visuals & car details are really well polished, the audio provides some really humorous sound effects... this game feels so polished for a jam game! At the end I made it to 20.41km...I will try again next jam/before next jam!
One small thing I noticed is that the abilities seemed to be triggered with a time interval. I feel like some abilities could be better set as active---like the shockwave.(Or maybe it is active I just missed how to trigger it haha.) Can't wait to see even more content next jam!
I made it 2.67km. I liked the upgrades at 2km were offered and great job incorporating the feedback from last week! Lots of fun.
Great improvements. Hoping you develop this further after the jam. I could definitely see it being a good mobile game.
I don't understand how you made this game more perfect. I really want to make it to 8km so that I can collect all the upgrades (unless there's a 5th I haven't seen yet in my many runs), but I'm still proud of my 6.67
Please tell me you're gonna keep going in the next jam :)
One of my favs from last week - was super excited to see what you did this week! It was cool to see how you've iterated on the concept. I'm not sure if it's just because I didn't get far enough (my max score was like 1.4km) but I didn't see how 'reality changed the further I went' - just wanted to check if I didn't see it because I have a skill issue.
Also might just be my personal taste here but I think that the smaller road from before felt like it made for a more chaotic - yet manageable - experience. Sometimes feels like (with the larger road) there's not really an much in-between nothing happening and like everything happening all at once.
Otherwise tho this is still one of my favs in the jam!
Ah yes! Definitely not a skill issue! There was a game-breaking bug with the timing and frame rate on certain browser plays. It was related to the bug everyone was complaining about last week, where the distance accumulated too slow! I just did a hotfix for it. (Already over the 3 hours this week, so I figured this way people can at least have more fun playing it!)
Just fantastic, I loved this so much. Your changes in version 2 are so well done as well.
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