Haha yeah glad you liked it, that was such a last minute addition, we wanted to add so much more feel and juice but got we had to stop to meet the deadline, same for sound design, we cut it out for the Jam unfortunatenly
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Happy to hear that you were engaged with the game ! I'm sorry to hear that you encountered performance issues though, definitely give the Native Windows PC build a try, but otherwise I'd be very interested in getting some information about your configuration and browser to debug this and learn more about Godot optimization !
Thank you ! I'm sorry you encountered performance Issues, there's definitely some added strain from being a 3D Game, and the Jumbotron adds at least a second active Camera. We did provide a Native Windows PC build also on the page, which should have better performances!
Really appreciate you giving it a try nonetheless !
Thank you so much ! Yeah we really wanted to give the player freedom of movement, though we did have plans to add way more world interactions to keep you busy, but were benched due to time constraints.
The Jumbotron was a fun feature to put in place, and we put effort to have useful dynamic cameras with it too !
I'm glad you enjoyed playing the game !
Hey thanks ! Yeah we had ideas to implement things like Track modifiers / environmental effects (like a puddle of water to cross), as well as some player interactions to contribute to the race, but we weren't able to fit these features in for the Deadline, a lot of things weren't done and we focused on the main core loop!
Glad you had fun!
Awh thank you ! All the Faces, 3D Models and 3D Animations were made by darkbean, we absoltely would have loved to be able to find the time to do some Sound Design, unfortunately, we got a bit starved on time and IRL responsibilities, so we focused on the core loop first !
So the Jumbotron is actually a "pretty simple" setup:
- We have the Camera: where we use a SubViewport Node which I add a Child Camera3D to, so it auto-renders the Camera's output to the SubViewport
- We have the Screen: where we use a MeshInstance3D Node using the default Godot Quad Mesh to make a flat surface, and we set the Surface Material > Albedo > Texture to SubViewport Type, and give it the SubViewport we just created above
So that's really it for the core setup, then all the transitions and changes are managed by a RaceCameraDirector, which does all the decision making with timers, and rules, and signals to decide in what state the Camera should be, a simple Array[Node3D] containes the positions the Camera should have for each state, like OverHead rotating 360 above the entire game field, or the Racer Cameras, which are Node3D's on the Snails themselves it follows etc...
You got caught in the Snail Craze haha!
We tried our best with balance to provide high tension races, and leave the player at the edge of their seat until the finish line! And we agree, we wanted to add so much more that the player could do or interact either in silly ways or gameplay affecting ways, but that was just too much feature creep for a 2 man team with the time we could pour in unfortunately, so we kept things tight to the core loop !
Happy to hear you enjoyed it and thank you !

