Cool environment and idea! I liked that the devastation bar made it so you could not just sit at a wall to get the highest score. Would have been cool with CPU ships. This could also be interesting as trying to stop a CPU-controlled ship by putting obstacles in the way.
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DEVASTATION's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #73 | 4.105 | 4.105 |
Sound | #303 | 3.158 | 3.158 |
WOWIE! | #389 | 3.053 | 3.053 |
Fun | #424 | 3.053 | 3.053 |
Simplicity | #468 | 3.421 | 3.421 |
Topic | #539 | 2.842 | 2.842 |
Creativity | #559 | 2.895 | 2.895 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
http://soundimage.org/
Comments
Stunning visuals and great sound! The concept for the jam is fine, but it would benefit if the game was a bit slower (I'm having a hard time dodging the boosters and rely on luck) and also if it didn't reward banging against the wall because it's too easy to hit it and way too rewarding, maybe the wall should make you bounce but not stop you
You're probably right about boosters being too hard to dodge. It was the last thing I added and didn't have a proper amount of time to playtest and tweak it. I could probably reduce the speed slightly but would rather spread the boosters a little more so the gaps would be easier to fit into.
As for the walls, I was thinking more in the way of increasing the damage applied from the hit. I wouldn't want to drop this feature altogether, because it is the main mean of deceleration in the game ;)
Cool idea. I think it's more fun to go fast, so I'm probably not going to go for the worst possible time, but I enjoyed playing it.
The visuals were amazing and the controls also felt great! The sounds also worked well, however I'm not sure that its link with the theme was too strong as the score didn't necessarily impact the gameplay all that much. Because it was a racing game where the worse score the better, it discourages from having fun aka being in a fast racing machine and not going fast. Other than that, its incredible you achieved these graphics in a jam!
We just watched you play our game live ^^ You definitely found an issue with the game, which is that it's not obvious what the challenge is. Your craft has limited durability that is depleted on contact with the wall or when going backward. So I feel there's more to the game, but we failed in communicating this to the player. But this is a good learning experience and watching you play learned me a bunch :)
It was fun to try it a few times. nice design, really like the ship model. congrats on finishing!
The ship came from here: https://www.cgtrader.com/free-3d-models/space/spaceship/luminaris-starship . It's an extremely good model, almost too good to be for free. The game wouldn't be the same without it. Definitely check out other assets by Iggy-design for quality sci-fi content :)
Agree, was funny to see the words "new worst".
I had more fun going fast ;). It felt good to do!
Improvements for racing games (whether worst or not) for me all revolve around polish. Add craft floating (slight bobbing up and down), crash physics, stop the trails from intersecting with the craft.
I like the interpretation of the theme. It's simple and works.
I was going to say that the optimal strategy is very obvious; but then again it is for normal racing games! So that's not a problem.
I think the main issue is that no matter how you are doing, you have health left at the end so you are encouraged to just run into a wall until you almost die, then finish. Which is a bit boring :).
Perhaps at the end you gain time based on how much health you have left.
So to get the fastest time you have to be almost dead. Then people who do the sport called be "devastators". And you're trying to lose on purpose, so you're a "dirty devastator". I dunno, it captured my imagination lol.
Thanks for playing our game and for the feedback.
I thought through your suggestion about adding time based on the health left at the end of the run. I think it wouldn't work well. If the time "penalty" would exceed the time you could lose by bumping into walls, then you would be left with only trying to miss the boost pads with no means of decelerating. If the "penalty" would be too small, your best option would be to lose all the health, so it wouldn't change anything.
As for the optimal strategy, I'm not really sure it is obvious. Would it be going through the whole track with missing all the boost pads and then losing all your health on the wall right before the finish line? Or maybe performing precisely timed wall bumps throughout all the track would work better?
On the other hand, if the first strategy is indeed the optimal one, your idea with time "penalty" for health could work. I could also modify the acceleration curve to make the second strategy more optimal. It could be fun if achieving the worst time would require really precise maneuvering.
Was funny seeing the words "New Worst" Got my worst up to a minute. Was interesting to try and break the habit of hitting boost pads and not avoid hitting walls.
Incredibly good graphics, if you only developed the game in 72 hours, that's really incredible, the sound is also really good, only the topic could have been included a bit better, but otherwise a really good game.
Thanks for looking at our game. Most of the graphical and audio assets came from the vast free resources of the internet. The skybox is from NASA and even the vehicle was available for free. I spent most of my dev time persuading the physics in the unreal engine to simulating anti-gravity craft. I'll look at your game after I catch some sleep...
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