ShapeOut 2016: Extreme Fast Forward by DraKlaW

[raw]
made by DraKlaW for LD35 (JAM)
Update 19/04: We uploaded the 32bit executable with a slight change: when you complete the game, you get a credit screen instead of having the game simply restart (it was somewhat confusing). Otherwise, the game is exactly the same. Enjoy !

The game works under both Linux and MacOS X if you compile it yourself (these are the platforms we used for development.). If we are courageous, we might even package a MacOS binary, who knows.


IN CASE OF PROBLEM: Please let us know. You can post a comment or leave a bug report on github. Join the log.txt file too. We will try to fix any issue ASAP.


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For a cleaner Readme (with MD), see:

https://github.com/draklaw/shapeout



# ShapeOut 2016: Extreme Fast-Forward

Extreme Fast-Forward is the latest installment in the very overrated (and, as of yesterday, thoroughly non-existent) ShapeOut franchise. It is a racing game that involves speeding over various planets in an improbable shape-shifting death engine build from scrap parts tied together by unreliable techno-beams. It would have been made 20% cooler with a fast-pulsing elctro soundtrack made by an obscure and edgy group (whose name would likely suffer a bad case of mixed-case-1337), but so far we didn't find the budget for that.

What remains is speed. We've got that covered, don't you worry. Also, shape-shifting. We're still not sure what good it will do you at this speed, but you absolutely can change the shape of your ship. As long as you still have a ship.

## Gameplay

The goal of the game is to score as many points as you can, by collecting shiny pellets. The faster you go, the more points you earn per pellet. However, the faster you go, the less time you have to dodge incoming obstacles and catch pellets.

You can accelerate as much as you want, or slow down to a minimal speed. You can move up or down within the screen to avoid crashing into walls and catch pellets with your ship. You wan also change the shape of your ship: spread your modules wide to catch as many pellets as you can, or shrink your ship to squeeze through tight passages.

If the core part of your ship hits a wall, you die, and have to start over. You can however survive the loss of some (or all !) of your modules, though it will impede your ability to score points. A ship with missing bits may also prove somewhat harder to control in a pinch. Finally, note that hitting a long wall from above or below will not necessarily kill you. It will however void your warranty, and likely ruin your paintjob.

### Controls

They keys are mapped as follows:
* RIGHT - Accelerate
* LEFT - Brake
* UP - Climb
* DOWN - Dive
* X - Stretch
* W - Shrink
* ESC - Quit
* SPACE - Skip dialogs

All of this probably doesn't matter, since we've been told the success of a game does not hinge on its gameplay (or story), but rather on its marketing budget, and its mo-capped, explosion-packed unskippable cutscenes. Sadly, we don't have either.

## Story so far

In the year 2016, Louis Reno, a genius tinkerer born in Aquitaine (in the southwest of France) built a powerful prototype device which basically broke physics by moving very fast. The details are unimportant, what matters is that it happened at the end of the spring. Somewhere in early summer, we all got our flying cars, and every band of teenagers on the planet had the means to kickstart their own space program. Racing as a sport became ubiquitous, as the world started looking more and more like something out of a Fast and Furious movie (except in space). Somewhere in late summer, a large galaxy-wide racing tournament was organised. This is where our hero enters.

Jude Broh, an all-american white 30-something wisecracking ace pilot, quickly became famous by winning race after race. However, as he was in the middle of his final race, about to win the tournament, some kind of catastrophic failure occurred in his ship engine, leading to a horrible, traumatic accident. He still has flashbacks and all. Jude left the racing scene, started drinking, and fell out of the spotlights as his rival, Régis Veule, went on to win the tournament.

A long time has passed since then. Régis has become a multi-billionnaire galactic playboy, five times champion of the FFGCC (Fast-Forward Galactic Cup Championship), and sips on champagne while displaying a Colgate smile for the cameras. Meanwhile, Jude still bitterly remembers the day his life went to hell, is woken up by nightmares in the middle of the night and drinks cheap booze all day. Few people remember his former glory; after all, it's been, like, almost three months. Maria Taneev is one of them. She just knows it was a setup, but has never been able to prove it. Jude, for one, seems past caring.

Things would have stayed that way forever... until one day, Jude was woken by a call. A mysterious voice made him an offer he couldn't refuse. Money. Fame. Girls. A shot at removing that stupid smile from Régis' face. A new, top-of-the-line racing ship. All he had to do was get into the last tournament of the year, and win. Jude would not believe a word of it. He didn't even care. He said "no" (with some added expletive), and hung the phone.

It doesn't matter. He's gonna do it anyway. And win. And probably bang that Maria chick too. That's how that kind of story goes. Let's get racing !

PS: That busty girl on the cover, piloting her ship in an unrealistic, sexy pose ? It's Maria. She's not actually a pilot, she's your mechanic. We put her here to try and boost sales. We're interested in knowing if it works, but we don't have the budget or lack of ethics required to implement data collection. So just tell us if it did.

Ratings

Coolness 85% 2
Overall(Jam) 3.19 598
Audio(Jam) 2.98 478
Fun(Jam) 3.21 474
Graphics(Jam) 3.19 615
Humor(Jam) 2.97 302
Innovation(Jam) 3.17 455
Mood(Jam) 3.18 477
Theme(Jam) 3.21 649

Feedback

Ogniok
19. Apr 2016 · 01:35 UTC
I found this game by writing "sex" in search box and I'm not dissapointed :D
raphix
19. Apr 2016 · 11:44 UTC
Truly awesome game ! The feeling of speed is great, and the gameplay (with the different warning signals) is working neat !!! Like a "memory" game, or a Simon, you have to remember the order of appearance. This is fun, full of energy, and more-ish ! Well done !
ketura
19. Apr 2016 · 22:17 UTC
So this is kind of a neat concept, but the focus on speed doesn't let the strategic elements of shrinking and growing be a factor, since when you're going so fast you just want to be as narrow as possible. I would eliminate the speed focus altogether and just have interesting puzzles.

Also your dialog and character focus is annoying. Dying so much results in me abusing my poor space bar to skip all the dialog again. And you have like a novel in your description that I didn't bother to read because this is a game jam entry with like ten minutes of play, why do I need to spend the same amount of time digesting backstory? Just focus on the mechanics.
StMatn
19. Apr 2016 · 23:32 UTC
Nice entry!
The stretching/shrinking felt great, but unfortunately the speed-aspect worked against it. Maybe you could add bullettime-events, where the player would have to take specific shapes.
All in all great work
TheCain
20. Apr 2016 · 20:18 UTC
That got tough quick
Yumeito
21. Apr 2016 · 10:15 UTC
Ogniok me tooo :)
monetai
24. Apr 2016 · 20:01 UTC
I like the idea and the funny scenario
qikcik
25. Apr 2016 · 09:57 UTC
Nice :D
Tselmek
25. Apr 2016 · 19:06 UTC
Surely one of my favorite game of this Ludum Dare, I'm quite impressed at how ploished and complex the game is, it looks very proffesionnal, good job on the graphics and level design. I wish I could have gotten to the end of what seemed to be the final race, but it was extremey hard and no checkpoint made it a bit tougher. One suggestion that I may give is that it would be great if the ship went from "rail to rail" instead of floating, this would have made the precision much better. Still, congratulations!
jasonalighieri
26. Apr 2016 · 01:31 UTC
This did a great job of helping the player understand where bits of his ship were, and when they might hit something. Nicely done.
ciaodavinci
26. Apr 2016 · 01:55 UTC
It felt a bit punishing but I liked going really fast after playing through the level a few times. I think i would have preferred focusing on how to pick up more rather than avoiding obstacles.
ciaodavinci
26. Apr 2016 · 01:56 UTC
also because I didn't mention: great job! i had a lot of fun.
Jacob Peltola
26. Apr 2016 · 22:44 UTC
Game looped on me the first time, nice shot at implementing a story under such a short amount of time (I never am able to to so props for that) the gameplay was fun and the controls were okay
ConorOD
28. Apr 2016 · 21:12 UTC
Really great work here - excellent presentation and loads of fun to play. Telegraphing enemies well in advance was a great idea too.
neilcorre2k6
01. May 2016 · 14:45 UTC
haha, awesome! :D
nihilaleph
04. May 2016 · 02:05 UTC
Came just for the cover.... Just kidding xp Great concept! I really liked it! I especially liked the sensor! Graphics and audio are very cool too! Story is very fun too xp Only thing is that I always tried to press X to shrink and Z to stretch, not sure why, but that felt more natural to me, but maybe I'm just strange... Anyways, great entry!
SpringCabal
04. May 2016 · 17:20 UTC
I love some racing games and while repetitive I actually liked the music. Would be better to give it a bit of a glide from side to side instead of what felt like as if our ship had no inertia.

the transformation of the ship was really neat but I was unable to clear the first level where I could see if it was relevant past that. I also could not collapse/shrink my ship with the W key.

The expanding ship was pretty neat though.
Big Cow
06. May 2016 · 22:15 UTC
I thought you made something really great here. Things zoom by quicker and quicker and the warning system is really cleverly done. Nice addition of graphics for the characters and a back story to give each level meaning. Well done! -R