Build Yourself by lilkrit
This is a game I created for this Compo. It was something completely new for me, but I'm very proud of myself.


| Youtube | https://lilkrit.itch.io/build-yourself |
| Youtube | https://lilkrit.itch.io/build-yourself |
| Original URL | https://ldjam.com/events/ludum-dare/45/build-yourself-1 |
Ratings
| Overall | 267th | 3.375⭐ | 26🧑⚖️ |
| Fun | 248th | 3.229⭐ | 26🧑⚖️ |
| Innovation | 298th | 3.104⭐ | 26🧑⚖️ |
| Theme | 343th | 3.104⭐ | 26🧑⚖️ |
| Graphics | 174th | 3.542⭐ | 26🧑⚖️ |
| Humor | 227th | 2.6⭐ | 22🧑⚖️ |
| Mood | 391th | 2.792⭐ | 26🧑⚖️ |
| Given | 28🗳️ | 21🗨️ |
my fav part was using the ramp in the first level to ride the wall and completely skip the purple section. it made me feel clever
(1) pressing ESC exits the level and takes you to the main menu screen, losing all your progress. i quit playing after discovering that.
(2) i dont get the scrap mechanic but i enjoyed finding the new abilities and oddly enough, trying to steer the car along the narrow bridges was actually pretty fun
good job!
In the first level, you can just ride on the wall so you don't have to open the doors. Also, physics is a bit broken.

In the last level, you can jump around the wall instead of destroying it :wink: Additionally, when you fall down from the last level you don't get automatically respawned.

The signs in the game were inspired by my actual mood as I was working on the game.
And scrap is just used to create the gadgets that you get patterns for. It's a resource :)
Oh and the game was made in UE4, not blender haha
I tried my best to make the game free of exploits but of course, players always find a way, huh? ;)
You can be my game's first speedrunner once it's released lol, you have a head start!
I knew that I could forget to add the respawn killzone in some places, that's why I added the restart button :)
Physics did some strange things whenever I drove off of a platform or ramp, which made movement a bit finicky. I failed twice at getting to the "take this, trust me" scrap, and starting the game over is pretty frustrating. Though it seemed that I was able to beat the level by not attempting to get that piece of scrap.
After that I was able to get through the rest of the game without getting stuck. I liked the cute little robo-car and the special visual effects (glow, blur, reflect).
I've found the entry challenging, but enjoyable - though this might have been affected by me playing a game with frictionless movement just before, when I couldn't even stop the character. Here I could wait for the car to stop and I could freely change camera perspective, so the game didn't make itself more difficult by depriving the player from some quality of life features, at least.
The maze at the beginning of level 2 was tricky, until I realised there's no point in trying to see my way out and instead just opted for moving along an arbitrary wall. It was hilarious in hindsight when I had to restart and using the same method found the exit right away.
I liked the graphics, especially the neon car with its add-ons. The levels were also varied rather than using the same colour or texture over and over again, providing a cheap way to prevent the monotony. The encouraging text was a nice touch. The lab UI could use some improvement, e.g. highlighting the add-on currently in use or actually show jumping in the list of passive upgrades. Sadly, there was no audio.
Well done, overall.
@rodrigo-robles that might be the case. I just had no time to optimize it and I had no way to test it on a lower end computer.
@wolf-neon Yup, I'm not a musician. The collisions and falling off is the case of same issue. I didn't have the time to work on a proper vehicle controls, so the game actually works as it's a character with wheels LOL. And I know that if I'm gonna improve it, that is the first thing on the list :P
@commanderstitch Congrats at beating the game. I'm glad you liked it. I know controls are to be improved. It's the first thing to work on :P
@scsc Thank you for telling me about a lot of those things. With the deadline, and only testing on one computer I couldn't see the text issues. I couldn't replicate the TAB issue :/ I know that the controls are far from perfect. I didn't have time to use proper vehicle controls so the game basically thinks it's a person with wheels lol. That's where all the issues come from, including the collider being too small, falling off etc. However turning on the spot was a concious design choice from me. Advanced vehicles with independent power for each wheel can do that ;)
No audio because I'm not a musician. I just had no time to play around with sound, not even knowing if it would be worth it. I did work on the graphics, thanks for noticing :) And I know the UI sucked. I just didn't have the few minutes necessary for the passive UI widget.
But although it's interesting idea with free cam, but not always conveniently :\ And sometimes car is twitching.