Timmy Telekinesis by Lintfordpickle

Introduction
Timmy Telekinesis is about a young man trying to keep his dream of winning a buggy race, despite being a mediocre racer.
To achieve this, he must use his telekinetic powers to steer other cars off the track and into the barriers.
Controls
WASD - Controls your buggy
Left, Right Arrows - Enters 'telekinetic' mode and cycles through the other cars.
Up, Down Arrows - Cancels telekinetic mode
Development
I made the game using java with LWJGL 3 and my own Ludum Dare framework LintfordLib.
Please let me know if you have any problems running the game
For Ludum Dare #46, I wanted to use Box2d, to see if the 'out-of-the-box' collision detection would save me time and make for interesting game mechanics, especially in a racing game as all the momentum and skidding kind of comes for free. In the end though it was probably more trouble than it was worth.
The first real issue is just importing scenes and object to be used within a custom game engine - I spent a good 6-8 hours over the weekend just fixing bugs with my import code. Another problem is that it is all too easy to put the box2d world into a unstable state - objects would collide and get stuck together etc. These things are also unfortunately visible in the final game.
Bugs
I have fixed the following bugs since the jam entry was released:
- Opponent Engine sound turned up (on)
- Countdown timer no longer counts to -1
- Positions are calculated correctly after 1st lap
- Box2d uses fixed time step (no longer variable time step)
- Telekinesis energy drains faster and replenishes slower (balancing)
- Engine sounds turn on after you read the tutorial, and not during
- The game uses your last saved audio options if you restart
- Added 'Exit Game' option to the pause menu - accessed by pressing Escape
Timelapse
I recorded my desktop during development, and will release a time-lapse of the weekend, cut down to around 5-10 mins.
Enhanced Version
Because I ran out off time, the game is missing a few art assets which I would like to add. For any additional features, I will release and maintain an 'enhanced' version on the itch.io website.
| Youtube | https://github.com/LintfordPickle/LD46 |
| Youtube | https://lintfordpickle.itch.io/timmy-telekinesis |
| Original URL | https://ldjam.com/events/ludum-dare/46/timmy-telekinesis |
Ratings
| Overall | 1405th | 3.413⭐ | 25🧑⚖️ |
| Fun | 982th | 3.435⭐ | 25🧑⚖️ |
| Innovation | 1187th | 3.304⭐ | 25🧑⚖️ |
| Theme | 2262th | 2.957⭐ | 25🧑⚖️ |
| Graphics | 1337th | 3.543⭐ | 25🧑⚖️ |
| Humor | 817th | 3.196⭐ | 25🧑⚖️ |
| Mood | 1497th | 3.239⭐ | 25🧑⚖️ |
| Given | 68🗳️ | 21🗨️ |
Edit - just uploaded a fix for the end screen. I wasn't counting the positions correctly ^^

It's done now
The art style is pleasing. Overall very great game!
One thing i didn't like was the "respawning" of the other cars: they shouldn't do it while you are near them - i crashed into them too many times because they ported to the middle of the road while i was driving by
The driving mechanics feel good and take their time to master so it was quite rewarding to do so.
Definitely a fun entry!
I've added it to my todo list for my LD framework, but it will not be in time for LD46, sorry :(
You are totally correct about the telekinesis power being too powerful - again I simply ran out of time for balancing so ered on the side of making the game too easy.
Thanks for the review
What I don't like are the controls, controlling the buggy with wasd seems super strange to me, it can also be my thing.
I felt the driving mechanics where a bit stiff and rough, and collisions where ruthless, even for the AI crashes ment the end haha. Racing AI's can be tough though, so for a 48 hour game i'm impressed
Having extensively experimented with similar top-down 2D car physics with per-tire grip simulation, I know the pain. It takes an awful lot of iteration to get it right - and hey, the end result here ain't too bad, I had fun testing the limits of my grip.
Also the concept of a racer using telekinesis to make his opponents crash to win reminds me of the Running Man story from the Neo Tokyo anthology (a fantastic piece animation, highly recommended) - even if here I found it more fun to drive as fast as possible without spinning out to win. But hey, driving slowly with lots of telekinesis works too, so there's like two ways to win, and that's always cool in my book.
You are totally correct about the balancing, there were during during the jam where the car handling felt great, but then I'd be working on some other component and all of a sudden everything would be out of whack.
But as you said, as long as you have fun doing it