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Starlight Speedway - VimJam 4's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #3 | 4.545 | 4.545 |
Music/Sound | #22 | 3.818 | 3.818 |
Overall | #25 | 3.697 | 3.697 |
Theme/Limitation | #28 | 3.727 | 3.727 |
X Factor (overall enjoyment) | #35 | 3.455 | 3.455 |
Technical Implementation | #47 | 3.364 | 3.364 |
Fun/Design | #56 | 3.273 | 3.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
Team Size
Pair (2)
Will you continue work on the game after the jam?
Undecided
Which diversifiers did you use, if any? (optional)
Two Button
What tools did your team use to construct the game? (optional)
godot, aseprite, blender
Which art and audio did you / your team NOT create? (optional)
music and sound effects
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Comments
The graphics and presentation are top tier. The flyover cutscene at the beginning of the race, and the high quality tutorial were awesome and unexpected bonuses. The music and sound effects fit perfectly.
The handling of the car was a little difficult for me to get the hang of, though. It took me a little while to realize you could switch left and right to keep your boost. Before that I was just going really slow and didn't know why. The turn radius felt a bit wide for how slow I was going, but I could also just be missing something obvious.
The foundation is totally there, and I'm sure that given more time, the handling could be dialed in just right.
Overall a super impressive, awesome looking, awesome sounding, really fun game. I definitely enjoyed this.
Damn this game. I was just going to test it. Spent a good while.. Fun game. Love the visuals and how it requires some skill and foresight, but also the ability to "cheat" by jumping ahead is nice.
Only issue is that the web game didn't work at all for me and the windows version at some points lagged despite the computer being quite performant so it really shouldn't.. But then. The deaths caused by that were few compared to me just not being great at this.
A comment that perhaps doesn't make sense but I will try anyway is that the speed feeling was a bit missing until the curvier parts of the track. I don't know how it could be done better but the sense of anything happening took a while getting.
Anyway. Loved the game. Great work. I will leave it installed.
The vibes and visuals are super cool. Really love all the sprite work and it feels really nice pulling off the boosts. Also the tutorial is really nicely designed.
Sacrificing checkpoints is a really cool implementation of the theme for sure! Although I personally found it really hard to stay on the track with the extra speed. Major skill issue on my part 😅
Getting nudged by an opponent while charging a boost, and having it trigger and launch me off a turn was an unexpected, but amusing discovery. I'm imagining how much fun this would be playing with friends, bumping eachother off the track 😄
Great aesthetic and visuals. The implementation of the two button diversifier was really interesting, too. I would totally play a fully-featured racing game with theses controls; drifting and boosting both felt good. I appreciated the tutorial (and redirecting the player to the tutorial before starting the game); it did a really good job of helping me come to grips with the game's controls and mechanics.
I like the idea of sacrificing checkpoints for increased top speed, but I didn't like how you seemingly need it to win. It doesn't seem like its possible to catch up to the racers in front if you don't break the checkpoints, which undermines the risk-reward potential the mechanic has.
I also felt like the track was too long. There's a lot of downtime between turns and jumps that brought down the pace of the race. It also compounds with the checkpoints issue I had, because falling off means you go really far back when you break the checkpoints.
Hi, glad you enjoyed! I'd just like to touch on a few of the issues you brought up. In our mind, the checkpoints being far apart increased the risk of sacrificing them. And we knew the players would likely never go for sacrificing checkpoints if they knew it wasn't required to at least hit one or two to get ahead. But a lot of this is a matter of opinion. Thanks for taking the time to comment!
Oh hey there, fellow Godot user!! Super nice visuals, jamming soundtrack and very interesting way of implementing the Two Button diversifier. Good job!
Cool aesthetic