My favorite submission so far. I love how wholesome and cute it is. Would to see this game expanded on in the future!
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Track Master's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 3.885 | 3.885 |
Fun | #1 | 4.154 | 4.154 |
Polish | #2 | 4.077 | 4.077 |
Graphics | #3 | 4.154 | 4.154 |
Audio | #5 | 3.692 | 3.692 |
Theme | #8 | 4.077 | 4.077 |
Innovation | #22 | 3.154 | 3.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Great game and experience! And I'll never forget that unforgettable, vital fact I was left with at the end... Happy new year!
That ending was so wholesome :) Really vibey and chill game overall, loved it
Really great experience! Really like the use of games to promote values and meaningful messages.
Great overall experience, thanks for it!
Awesome game, I loved how chill it felt despite me smacking my head over and over :D
My only feedback was related to the sticky keys and auto-run but I see you've already addressed both of those, great job!
I would love to see this concept turned into a 4 player party game, maybe with procedurally generated tracks - could be a lot of fun!
The overall polish and feel is amazing. I love the positive vibe and messages. Very smooth movement and animation. Great color palette. Love the passing of time.
Remarks:
- Why press D? I want to run uninterrupted. There's no obstacle so far that needs me slowing down. Maybe auto-run?
- Wish there would be different obstacles that require me to hold "slide" and "jump" (wide)
Using the D key simply comes from comfort using the WASD key standard. I opted to go without auto-run originally because the intent was to give the player the option to slow down if things got too intense. I could add another key as an auto-run toggle, or make it a menu option.
There are a few obstacles that have slightly longer or shorter hitboxes, but I need a clear way to communicate that visually and tighten up the hitboxes on the player to make sure there are no "invisible hits" when the character stands or lands.
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