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A jam submission

Star RacingView game page

A fast paced Sci-Fi Racing game
Submitted by AsE_CG — 4 hours, 41 minutes before the deadline
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Star Racing's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#43.7534.333
Overall#53.7534.333
Visuals(Graphics)#54.0414.667
Sound/Audio#53.4644.000
User Interface (UI/UX)#73.1753.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://ase-cg.itch.io/star-racing/devlog/642081/improve-my-game-jam-devlog

Developer Feedback Questions
-Are any of the tracks too confusing/difficult to navigate?
-Do any of the racers feel unfairly balanced when used across all track types (agility, top speed, and/or boost centered tracks)?
-If you had time to playtest this far, were you able to unlock the extra track/racer?
-Did you experience any lag/frame rate drops? If so please share GPU and CPU specs if you know them so I can dial in where this game works the best!

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Comments

Submitted

Hey AsE!

I like the visuals (especially the lighting) and feel of Star Racing!

Also: "That's gotta hurt!" ^^

-Are any of the tracks too confusing/difficult to navigate?

With keyboard controls I think the most challenging directional change was when I suddenly had to move upward. However, I think your main audience will be using a controller anyway.

-Do any of the racers feel unfairly balanced when used across all track types (agility, top speed, and/or boost centered tracks)?

I didn't notice that much difference between the racers I used, but that might be because I was so far behind the AI racer it didn't feel like it mattered much ^^.

Nonetheless, I think this is where you might be able to push some unique traits out for each racer, however that might be difficult to balance (eg. leaving behind a trail of fog vs. a temporary obstacle for other racers to avoid, etc) (just some ideas, unless the plan is to have these types of power ups throughout the race anyway)

-If you had time to playtest this far, were you able to unlock the extra track/racer?

I t didn't unlock the extra track/racer. I think I'd have better luck with a controller, the AI racer seemed so fast and with amazing handling, I kept getting lapped. ^^

-Did you experience any lag/frame rate drops? If so please share GPU and CPU specs if you know them so I can dial in where this game works the best!

No performance issues for me!

Keep it up AsE! (Clap)

Developer(+1)

Thank you so much for the playtest 1StepCloser!  I'm glad to hear the game ran well for you, and the upward movement is still a little tricky.  I can't decide if I want to make the roll movement manual or leave it automatic like it is now, but I think manual might help for the vertical parts.  I love the powerups idea, smokescreens would be awesome!  In multiplayer there is a missile pickup but I couldn't quite get the bot to use it (at least not in any way that would be fair) so they are removed when the game is set to one player.  The bot is super zippy, the high scores I think are about where I want them but I do want to try and get some sort of banding set up so people can have a fun challenge even if they are just learning the tracks and kinda getting started.  This is my first attempt at a racing style game so all of your suggestions and observations are greatly appreciated, I will keep at it :-)

I had a lot of fun running through the maps!  I wasn't able to unlock the other racer, but I really liked the looks and sound of this game.  I loved the music!  I also liked all of the background arts, the little ads were a nice touch.  Overall, well done!

Developer(+1)

Thank you so much, I'm glad you had fun!  My main concern with this one right now is optimization, I know it will work on a GTX 1660 but it struggles a little bit and I'm having trouble figuring out why... anyway I'm glad you didn't run into any trouble with framerate!  I will continue to work on/improve the game as much as I can, hearing people had fun is my motivation to keep going lol.  I appreciate the playtest!