RPG Racer by GameCarpenter
LD41 attempt to mix a Racer with an RPG. Arrow key controls car, mouse on upgrade menu to purchase skills.
itch now has an HTML5 version, tested under Win7 w/ Firefox, other setups compatibility unknown.
| Windows | https://gamecarpenter.itch.io/ld41-rpg-racer |
| Original URL | https://ldjam.com/events/ludum-dare/41/rpg-racer |
Ratings
| Overall | 597th | 2.909⭐ | 24🧑⚖️ |
| Fun | 393th | 3.205⭐ | 24🧑⚖️ |
| Innovation | 606th | 2.773⭐ | 24🧑⚖️ |
| Theme | 563th | 3.068⭐ | 24🧑⚖️ |
| Graphics | 667th | 2.227⭐ | 24🧑⚖️ |
| Audio | 420th | 2.591⭐ | 24🧑⚖️ |
| Humor | 494th | 2.175⭐ | 22🧑⚖️ |
| Mood | 568th | 2.545⭐ | 24🧑⚖️ |
| Given | 24🗳️ | 21🗨️ |
I unlocked everything :D
About the controls, it was actually strange at first, but I guessed it was for the RPG gameplay and that it would be less and less slippery to control the car. But in the end I kind of liked it because it added a bit of a challenge.
But other than that it's definitely a good start and I had a couple of fun races, especially once I had a few upgrades, it'd be interesting to see what you'd have been able to do if you had more time.
- The upgrade menu really, really needs text telling me what the upgrades do. It doesn't really matter how you do it, where you place the text etc, but you must tell the player what the upgrades will do. The pictures tell me nothing.
+ The upgrade mechanics is generally really good for game jams. Even though you only have one level, there's still a lot of progress throughout the game, and I'm motivated to keep playing.
- A simple countdown before the race starts would be great. Sucks to start half a second later than my opponents.
- A simple pause menu letting me quit the game or return to the main menu would be great. Also would be nice with a simple win menu after the race is complete, telling me how much upgrade points I earned.
* The upgrade icons aren't clear; either use more understandable pictures, either write down what they do, cause we can't guess.
* It doesn't feel more satisfying to win than it is to lose. I think upgrades should be done depending on your performance to encourage the player to place as good as possible.
* I think the enemy cars should have a bit more health. It feels like the best way to win is to kill them, but I think it should be slightly harder to do so. I just used a few upgrades and I was already capable of winning by just kicking their butt. It's nice to be able to, but I think it shouldn't be as easy.
* the "rpg" part is actually just an upgrade mechanic, so I'm not sure it should be called rpg. (if you managed to squeeze in text boxes with some kind of story though, it would have sold it immensly)
That said, what I think feels right:
* upgrades are always a plus!
* getting overpowered.
* The grass slows you down enough to force you to stay on track.
* ... but getting overpowered breaks that. It's nice!
PS: You might wanna give likes to feedback (or at least the feedback you appreciated) as it helps people getting karma/helping out their own games to receive ratings
It does seem to be a pretty consistent compliant that labels (or tooltips) are needed for the upgrades. I guess it was one of those blind spots for me in development, thinking that I could sufficiently convey enough of the effect with the icons.
I have a big wishlist of things to do for a post-compo version, and you touched on a lot of it =]. One thing I was considering was to do was to break the reward system into equipment, earned by spending money mostly gained from race completion with a performance bonus, and the skill tree, which would be based on experience gain, mostly earned from defeating enemy cars. I also thought adding little quests would be cool too to bring out those RPG mechanics a bit more.
You touched on the one thing that I personally really liked about the game, and that is that there are basically three things that impair your movement from checkpoint to checkpoint - your cars ability to move fast, other cars getting in your way, and slowing down in grass. Each section of the tech tree is meant to address one of those things: increasing your acceleration and top speed; making you slow down less, or damage enemies more; and getting better control of your turns, and be effected less by the grass. I think that's what makes the effect of the upgrade system work so well; you're breaking each rule in the game in degrees that hinder you from accomplishing your main goal.
The enemies do get way too fast as the number of runs you do gets high. In the post-compo version I'm working on, I capped their top speed. Eventually I might find a more elegant solution. The first race is also especially brutal, since there's no countdown, no tutorial, and the player hasn't had the chance to practice with the controls. It's definitely on the challenging side in general as well. Unless you're doing cheese strats to just kill everyone, in a single game it wouldn't be uncommon to only get first once, although top three should be within reach for the first 6 races or so =P.
They also do temporarily go invincible / intangible for a short time after you hit them to prevent double hit type shenanigans. In the post-compo version, I made this more obvious (and increased the intangibility duration). There's a transparency effect in this version while they're intangible, but I think it's too understated, so it might be unclear whats going on.
If you meant that they don't slowdown / stop when they hit you (espc from behind) that's mostly because their driving logic is extremely simplified, you slow down, and they ignore everything (they plain cheat in those curves =P). I'd like to give them nicer AI and have them drive intelligently and have proper collision effects with other cars, but that is going to be beyond the scope of what I want to do in the next iteration of the this.
Thanks for the comment.
Thanks for the comment.
I don't think you necessarily need tooltips. To be more specific, if the picture is clear enough, you might not need to add anything else. Like in many things, less is more. The less you need to write down things, the faster and clearer it is for the player. But the icons should make you say "oh, so this is acceleration", and it's usually not easy to do. (so yeah, in that case, tooltips are definitely a plus. Also they allow to put your writing skills in place! i mean, in your case, an RPG racer, it would probably be good to have more text anyway. but it might not be the case of other games)
Note that feedback during the making is a good way to figure out what feels wrong or right. Be it actual gameplay or gifs/pictures (since those are easier to share).
To facilitate that, you should (if that's not already the case of course) join a community to share your work (and see other people's work!). It is, imo, one of the best ways to get sweet, crunchy feedback and even improve as a whole.
I see you used game maker. Are you part of the (reddit) game maker discord?
(we're friendly)
(I think)
I have a post-compo version in progress that should coming sometime after the end of ratings. Don't know how much is going to end up going into it, but it should have some improvements in a few areas.
Thanks for the invite to the discord Kwisarts, I think it'd be a nice place to hang out while developing. I know I found it easier to develop my game while other people were working on theirs at the same time =P. I'm not great at community involvement, but it's easier when I'm talking about something I know really well =P. I'll probably stop by at some point.
Well, if you decide to come, here's the invite:
https://discord.gg/By6u9pC
(PS: don't worry, you might tend to find people you'll end up knowing well at some point, we're like a big family)