TURTLE RACERS - Commanding your way to Victory by samboyer276
Hey guys, thanks for checking out my game! Originally I wasn't gonna enter this time cause of upcoming A-Level exams, but I was able to dedicate a bit of time to the cause :P But as a result, the game only had 11 hours of development, which is why it might be lacking in depth (literally... ;) ). I don't mean for this to change your opinion about anything, just letting you know. Hope you have fun :D
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TURTLE RACERS is a LAN multiplayer game where each player controls their own Turtle (the graphics type, not the animal). Turtles can be sent simple movement and rotation commands, which you must use to reach the goal before everyone else!

* Features * - Automatic LAN host discovery! - Four entire control commands! - More than 13 (i.e. 14) different courses! - A multitude of non-personalisable Turtle Colours! - Endless fun! (...I didn't put in the End button)
(Some of the fantastically peculiar courses you can find in TURTLE RACERS)
While TURTLE RACERS can be played individually, it's much better when played together. Find some friends and get racing :)
Graphics made by me in DrawPlus X6, SFX made with ChipTone. Music by Kevin Macleod (incompetech.com).
| Windows | https://samboyer.itch.io/ldjam41 |
| macOS | https://samboyer.itch.io/ldjam41 |
| Original URL | https://ldjam.com/events/ludum-dare/41/turtle-racers-commanding-your-way-to-victory |
Ratings
| Overall | 409th | 3.604⭐ | 26🧑⚖️ |
| Fun | 381th | 3.5⭐ | 26🧑⚖️ |
| Innovation | 175th | 3.833⭐ | 26🧑⚖️ |
| Theme | 449th | 3.771⭐ | 26🧑⚖️ |
| Graphics | 561th | 3.5⭐ | 26🧑⚖️ |
| Humor | 974th | 1.95⭐ | 22🧑⚖️ |
| Mood | 804th | 3.022⭐ | 25🧑⚖️ |
| Given | 32🗳️ | 16🗨️ |
Cool game, keep coding :)
Great work
The only thing I feel like it didn't make more sense is the back command. I played through the first level without using it. In the maps you showed there aren't any dead ends to use such mechanic.
Why did you put it there?
The game is very nice. NICE WORK GUYS!
@duuuude, the commands were the first thing I added and they were just a reflection of normal turtle graphics functions, but I agree it's not entirely useful.
I was actually thinking of making a course with dead ends, but I thought it'd put inexperienced players at a disadvantage (if you'd played the course before you could just remember the proper route) and I didn't really have time to put a finish line shuffle system in, so unfortunately it never happened.
Thanks for playing :)
Getting this going on LAN with just 11 hrs of dev time is insane. Also, getting these maps working as well as they are must have been a challenge - they have a lot of curves rather than just straight lines which makes the programming easier.
I will say this game would be a relatively easy one to code AI for and that's probably the main improvement I'd recommend. Also maybe some bounce shots would be cool.
@tajamsoft that's an awesome idea! I've always wanted to try out coding a Splatoon game, but I guess the floor would have to be a bit less regular than their maps else players could just draw grids... If/when I start on a post-jam version I'll certainly try it out :D
@GenTel Thanks for the comment! A _lot_ of the multiplayer functionality is being handled by Unity (UNET HLAPI), but still it definitely took most of the time as I've never used it before xD
The tracks are an incredibly cheap trick; while drawing a test level I noticed I could copy and paste my curve twice, make one larger and the other dashed and boom, convincing racetrack in 10 seconds! Unfortunately it means they're ugly compressed bitmaps, so for a proper game I'd prefer them to be stored as dynamic splines or meshes.
AI's a really good idea that just skipped my mind, I might've even had time to hack in a really dumb bot using random raycasts and waits. Again, one for the postjam todo list :P
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
I like the concept for sure, even though i'm forever alone and had to play by myself it's still really cool to race with commands. It's one of those things i wouldn't have though of for sure..
Being able to specify the controls and exact degrees is genius!
I like how it's a racer, but it had my mind drift for a bit and go all like: "what if this was a puzzle game?"
Somehow i keep imagining these sorts of movement mechanics combined with an adventure/puzzle game.
Just a pitch though, good job!