Moby's Trip by blaster391
Moby's Trip
Its time to go on a trip, a Mobius (s)trip! Pick from 3 high speed locked and loaded combat vehicles and go forth to find your glory on the endless roads of cyberspace. Avoid obstacles, collect sweet synthwave cassettes, and blast your way through anyone who gets in your way with your twin barrel photon blasters.

Moby's Trip is an endless runner with two tracks to choose from, both of which are endless loops inspired by the Mobius strip featuring twists, turns and gravity inversion! Survive, complete laps and collect cassettes to increase your score, compete against your friends using the online scoreboard.

Along the tracks you will come across various obstacles, some of which you can avoid, some are puzzles to be solved, and some you can blast into smithereens!
* NOTE * If you run into performance issues, try pressing F12 on the main menu to limit resolution to 1080P

Controls
W and S to increase and decrease speed (hold).
A and D to strafe side to side.
Space to fire your laser cannons!
* R * to restart!
* Escape * to exit to main menu.
Credits
Daniel Whittaker @daniel-whittaker - Coding (Car and track physics)
Jack Hardy @shardykins - Coding (Obstacle generation)
Rob Arnold @blaster391 - Coding (Networking, game logic)
Shaun Cowley @shaley - UI
Stephen Chapman @chappers - Art
Jason Ware @jaybaus - Audio

*Game contains flashing lights *
| Youtube | https://blaster391.itch.io/mobys-trip |
| Youtube | https://github.com/Blaster391/LD47 |
| Youtube | https://blaster391.itch.io/mobys-trip |
| Original URL | https://ldjam.com/events/ludum-dare/47/mobys-trip |
Ratings
| Overall | 250th | 3.936⭐ | 41🧑⚖️ |
| Fun | 261th | 3.829⭐ | 40🧑⚖️ |
| Innovation | 1052th | 3.1⭐ | 42🧑⚖️ |
| Theme | 808th | 3.618⭐ | 40🧑⚖️ |
| Graphics | 261th | 4.167⭐ | 41🧑⚖️ |
| Audio | 139th | 4.013⭐ | 41🧑⚖️ |
| Humor | 791th | 2.717⭐ | 32🧑⚖️ |
| Mood | 216th | 3.959⭐ | 39🧑⚖️ |
| Given | 47🗳️ | 48🗨️ |
The aesthetic is spot-on synthwave retrowave nostalgia!
Soundtrack is good but could be even stronger on the vaporwave/synthwave front.
Managed to place 3rd and 2nd place on both tracks ♥
This was my first hurdle, didn't quite understand why it didn't let me write my name. Seems like I was trying to write it on the disabled button and the fancy looking label was the actual input box. Focus could have been on the field by default.

Nice look and overall very consistent style. Same goes for music. Sound effects were a bit bland though. The camera movement was very wonky. Even quite nauseating on tighter corners and especially on the bumps. The bumps were so disorientating that I died like half of the time encountering them.
Wasn't a fan of the controls at all. I think they were too stuff, abrupt and had too much inertia for the precise movements needed.
The collision areas seemed too big too. In quite an unfair way really. You could even have already gone past something so that it wasn't even visible on the screen anymore and still collide with it. That in conjunction with the punishing gameplay of not allowing any mistakes made for a non risk taking (boring coward) strategy of just being safe and going as slow as possible seem like the best one. Really unfitting for the game in my opinion! Giving players some leeway and allowing them to recover from small mistakes would habe made it more fun. Something like maybe not make the player lose on first hit but start a timer of a minute and if they get hit during that another time, they'll lose. Currently it punishes way too hard for small mistakes that a partly even not their fault. Like the already mentioned bumps or the following configuration that was so damn deadly with the inaccurate controls...
:b::b::b::white_circle::white_circle::white_circle:
:white_circle::white_circle::white_circle::white_circle::white_circle::white_circle:
:white_circle::white_circle::red_car::blue_car::white_circle::white_circle:
:white_circle::white_circle::white_circle::white_circle::white_circle::white_circle:
:white_circle::white_circle::white_circle::b::b::b:
I tried to pay attention but at least I didn't notice any effect on the speed on scoring. Is that really the case? If it is, why so? It really doesn't make any sense. Why wouldn't the player go as slow as possible since it's a lot easier to dodge stuff that way? But it is also lot more boring. And completely defeats the purpose of having speed control at all if one is just straight up better in all ways (except for boredom factor). At least you added a downside to shooting (destroying the casette tapes, which I think did give some points). Quite often on jam games people just add a shooting or run button all willy nilly with no downside at all even though in those cases it could just have been automatic instead of having the player hold a button down 100% of the time.
Didn't quite figure out how you did the level randomization stuff. Obviously it was made from smaller sections or something like that. Some sections seemed to be hella rare though. Like once I saw this big bunch of several tapes in once. So RNG seems to play a big role on scoring too. Especially with those sections that require super precise movements to sneak past alive.
Anyways, good job! :thumbsup:
I wonder if it would be possible to have actual physics based car driving, with perhaps leaving the car level and rotating and moving the track for the engine to handle it somehow. Definitely not a 3 day problem though haha
We actually experimented with drift sfx and rotating the car as you moved and went around corners, unfortunately we couldn't implement something that felt good in the time we had
Unity UI is a bane for us all, we probably could have made it clearer that it was an input field (it should autoselect, but unity is unity)
I'm not sure what the issue with the collision would have been, unless you are using the pidgeon, as the hitboxes are based around the deja vu (we wanted to keep it balanced). I do admit that some obstacles can feel a bit unfair, we didn't have too much time for balancing, we were working on features right until the end!
As for the scoring and randomisation, going slowly is a valid strategy, however I don't think it is the optimal one. Scoring is actually based on distance travelled, rather than time spent alive, so going slower doesn't mean you will score better. Difficulty however is based on time rather than distance travelled, as time progresses more obstacles will appear. That said, the sections that spawn a lot of cassettes also only turn up after you have been alive a while, so I guess you could drive slowly until they start to spawn ¯\_(ツ)_/¯ So far the highest score I have obtained was done by driving as fast as possible in clear sections, braking whilst approaching inclines to give me more chances to dodge, and only firing when I see cars. There may be exploits, but I'm waiting to see if anyone beats my score first ;)
Shooting cassettes shouldn't give you any points, which is the penalty to stop you spamming the gun all the time.
Little disadvantages:
- No audio control
- I don't find any multiplier by driving fast
- Maybe on strafing, car should also turning :)
I really liked the aesthetic. The music was energetic but not annoying.
The gameplay is simple and effective. The rules are clear.
The active leaderboard during gameplay is a very good idea and kept me playing!
I felt like the coliders of obstacles were a bit too long, it felt a bit frustrating at time.
The second track with loops and bumps is a fun idea, but the camera jitter made me sick haha. It is just bonus anyway.
Thanks for the game I had fun 💕
Graphics are cool, the sun is pretty nice and the overall mood was well set. I also liked the three cars :) Music is great as well, some variety and it fits very well in the mood.
For the game itself, overall I felt good things, but I would say it lacks on some details to make the experience really engaging. Well I know how hard it can be to make this car physics works though ^^ but indeed it really lacks a strafe / turning animation. Currently it is right in the middle of, one side the thrill of speed, and other side a precise racing game where the goal is perfect track completion (and I agree with other comments though, I think part of it is cause of the randomness of the obstacles).
Overall I wonder if maybe you should have focused on only one but perfect track? I can feel the love you put in this game though, and I imagine you had a lot of fun doing so :D That's quite a nice entry, keep up !
also, too much reverb on the drums, k thx bye.
Thanks for submitting your game!