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A jam entry

Machine Gun Powered VehicleView game page »

Can't think of a good name. Made for the xkcd gamejam, based on https://what-if.xkcd.com/21/
Submitted by Segmentation Fault with 2 minutes, 33 seconds before the deadline

Play game

Visit Machine Gun Powered Vehicle's game page

Results

CriteriaRankScore*Raw score
Fun#612.1573.200
xkcd-ness (how well it matches/interprets the comic)#672.6974.000
Visuals#741.8882.800
Innovation#751.7532.600
Overall#761.8882.800
Audio#770.9441.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Link to xkcd comic / 'what if' article the game is based on
https://what-if.xkcd.com/21/

Please list any pre-made art/music/other assets that you used.
Fonts: http://xkcd.com/1350/xkcd-Regular.otf ; Open Sans.
Models: Free military wheel pack; Free Rocks (Didn't have time to make them myself)
Unity Essentials: Post Processing Stack; Unity particle pack

Team size

1

Anything else you want players to know before they play?
Please play the bug fixed version.

Controls:

P: Pause
R: Restart
Spacebar: Fire
←: Torque "backwards" (Not working correctly in the original version)
β†’: Torque "forwards" (Not working correctly in the original version)
Alt+ F4: Exit​

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Comments

Hey, another game based on the Machine Gun Jetpack "what if?" article!  Let's see your take on it.

For the record, I'm playing version 0.3.  From the comments, this game has evolved quite a bit.  Had to extract the RAR file (I use Free RAR Extract Frog for that btw; it's a handy program and I recommend if for all your RAR extraction needs. ;] ).

I had some good fun with this.  It strays a bit far from the original "what if?" article (a machine gun would definitely not be able to move a car--and you would run out of bullets), but it's still a joy to play.  It's really fun to mess with the physics.

I do have a few complaints.  First, why aren't the controls in the game?  If a player gets some good traction, and then accidentally presses R, they're done without knowing it.  Second, while you say there's a set distance the player should aim for, it's never made clear where that goal is.  Would love to see a "level select" mode and an "endless" mode after the jam (this game would be awesome with online leaderboards and the ability to record your "rides" in-game, but those are pretty big things to implement).  Third, why is just the spacebar the shoot button?  Why not have it so the player can use any key on their keyboard (with the exception of Escape and the other keys on the very top row, of course.) to shoot?

If you rapidly press spacebar so the car begins to lift off the ground but doesn't turn over yet, it's basically game over.  From there it's a balancing act of trying to move the car forward without tipping it completely.  The best way to "beat" this game is the most boring way to play: press the spacebar every few seconds to slowly move the car forward.  And even then it gets difficult because every shot tips the car upward more and more and moves you less and less--I don't understand why it happens, but it's so frustrating because I want to actually beat the game (go the distance the title screen is telling me about), but the game itself is fiercely resisting that!

The other best way to play is just hold down the spacebar and watch the car go--I got 104 meters this way and then crashed.  But it's just holding down the spacebar, which is, again, kind of boring.

I played this game a good while before I came back to this page and read about the torque controls.  These are interesting to experiment with, but (1) really need to be told to the player in the game and (2) eventually also devolve into crafting a set, boring strategy to move forward, and (3) have the same problem as the regular shooting mechanic, turning into a balancing act after a while.

I had some fun with Machine Gun Powered Vehicle, but not as much as I could've, which is a shame.  The main problem is that your game contains 2 conflicting ideas at its core: (1) the player should try to make it to the end of the stage without dying, with encourages players to establish a set strategy and not experiment too much, and (2) the player should feel free to experiment with the physics and just have fun with it, which encourages players not to make it to the end of the stage.  I'm sure making these core ideas clash wasn't intentional, which is why I'm pointing it out to you.  Choose one or the other.

Developer (Edited 2 times)
Would love to see a "level select" mode and an "endless" mode after the jam

I think you didn't understood that the entire game is the "endless" mode, so there is no "end", contrary to what you said at the end; that's probably my fault that you didn't understand. For the "level select" one, I would probably have to add procedurally generated obstacles or something similar (because of how the game is implemented), but each level would be terribly repetitive anyway, if you can think of something better to add, then I'll probably will do it

If a player gets some good traction, and then accidentally presses R [...]

I should have implemented an "Are you sure?" thing...

Third, why is just the spacebar the shoot button? Why not have it so the player can use any key on their keyboard (with the exception of Escape and the other keys on the very top row, of course.) to shoot?

It's inefficient to check for, say 30 keys, per frame. What I could have done is to put a menu where you could change that and maybe other keys...

I played this game a good while before I came back to this page and read about the torque controls.  These are interesting to experiment with, but (1) really need to be told to the player in the game and (2) eventually also devolve into crafting a set, boring strategy to move forward, and (3) have the same problem as the regular shooting mechanic, turning into a balancing act after a while.

Yes, actually there was going to be a "instructions + story" menu accesible from the main menu, but I didn't firstly because of time, and later because I forgot, but it was going to have the controls listed in there...

Tried it and it made me laugh I wish it measured how far you went though..Anyway one thing I do want to mention is I'm doing a review of design on the games in this jam so here's a shameless plug to my channel if you want to be notified of the vid when released: https://www.youtube.com/channel/UC7Vj46GGL9VMUvd4YTMtjXg

Developer(+1)
I wish it measured how far you went though

Yes, I should have implemented that, and it is not a difficult thing to do... but I didn't. I could add another version of the game with that feature if you want it, though.

Developer (Edited 1 time) (+1)

Ok, I've finally had the time to implement it, see the new version. By the way, I subscribed

(+1)

My XKCD game jam analysis is out!

I love how absurd this is, however in both versions the car just shot itself off the wheels - and I was able to rhythmically hit left right to like, and jump up in the air.

Developer (Edited 1 time)
I love how absurd this is

It looks like I accomplished my goal, I wasn't serious when doing this


just shot itself off the wheels

I'll try to see what happened (they should not pop up right away), ... but for now...


(+1)

Here's a gif of the madness.

I laughed really hard at this, I think you should just leave it in. It's too fun flying upwards smashing the left right arrows.

Developer (Edited 1 time)

LOL, now it doesn't even work on my machine. I don't know what I changed that did that

 I think you should just leave it in

I'll leave it then, the car was broken, let's say that it was because the wheels... had that problem... whatever that problem may be called

As I always say during my projects - if it is broke, and I can't fix it - it's a feature!

I'm not even sure what could cause any of that, but - hey - it looks cool.

Developer
 if it is broke, and I can't fix it - it's a feature!

Specially during Game Jams and similar events!

(+1)

Amen.