Moby's Trip by blaster391

[raw]
made by blaster391 for Ludum Dare 47 (JAM)

Moby's Trip

CarAndSun.png 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.

Spin.png

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.

UpsideDown.png

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

Bollards.png

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

Track.png

*Game contains flashing lights *

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🗨️

Feedback

superpatch
06. Oct 2020 · 10:52 UTC
Love the mood! The car feels a bit wonky but it's impressive how many features you managed to add!
Frederik Boye
06. Oct 2020 · 10:54 UTC
Cool project, impressed with the selection of both multiple cars and tracks!
The aesthetic is spot-on synthwave retrowave nostalgia!
Soundtrack is good but could be even stronger on the vaporwave/synthwave front.
TheCreator
07. Oct 2020 · 19:04 UTC
Loved that someone else decided to go with a Mobius Loop for this theme! Had a lot of fun driving round both tracks, the music fit perfectly, and I loved the details with the sun!

Managed to place 3rd and 2nd place on both tracks ♥
Karoukodil
07. Oct 2020 · 19:41 UTC
Nice game great graphics but there are two problems in my opinion. 1) there is way to much bloom to the point of not looking good. 2) the car lacks some impact when you turn something like a drift sfx some animation camera shake. overall I liked the game a lot
Antti Haavikko
07. Oct 2020 · 19:53 UTC
Never a LD without a synthwave themed car game! :sweat_smile:

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.

![Screenshot 2020-10-07 at 21.57.57.png](///raw/1e4/3/z/39854.png)

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:
MoffKalast
07. Oct 2020 · 20:06 UTC
Trippy :smile:

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
🎤 blaster391
07. Oct 2020 · 20:43 UTC
@karoukodil thank you for the feedback! Although I believe there is no much thing as too much blur ;)

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
Daniel Whittaker
07. Oct 2020 · 20:48 UTC
@moffkalast Yeah original plan was for traditional physics based car but didnt feel we'd have enough time to not have it be pure jank XD. Although i do have some ideas about it now looking back, who knows, maybe in the future!
🎤 blaster391
07. Oct 2020 · 21:02 UTC
@antti-haavikko thank you for taking the time to write such a long and detailed review!

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.
Gonzalol
07. Oct 2020 · 21:42 UTC
Beautiful concept art and designs. Smooth controls and fun to play.
noerom
07. Oct 2020 · 21:58 UTC
Hi! My friend and I love synthwave stuff and we loved your game! Kepp it up!
CursedSoldier
07. Oct 2020 · 22:00 UTC
Nice synthwave feel to this game! Love the deja vu meme reference! :smile: As for the game it was very nice to play and looked crisp with fitting audio. The only thing I did not understand was the reason to speed up as the score seemed milage based not speed based. Either way this was a great 3-day jam game so well done team, the effort was definitely worth it!
Szatku
07. Oct 2020 · 22:07 UTC
Very fun concept! "Deja Vu" makes me ROTFL! Nice concept! Leaderboard was very fine.

Little disadvantages:
- No audio control
- I don't find any multiplier by driving fast
- Maybe on strafing, car should also turning :)
blobo
08. Oct 2020 · 06:00 UTC
Ooh, I'm a huge fan of the outrun aesthetics. I like how there are multiple vehicles to choose from too! Great work all around!
Doot
08. Oct 2020 · 07:56 UTC
Great game!

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 💕
Eldelhas
08. Oct 2020 · 11:12 UTC
This was a really fun and clean game, loved to play this one ! certainly the best car gam I tested on this jam btw so good job to the team !! Subvject is respected, gameplay is fun, mood is here ! GJ !!
PCA
08. Oct 2020 · 14:14 UTC
I love S Y N T H W A V E.
Barbiche
08. Oct 2020 · 17:37 UTC
I admit, I went into this game because of the synthwave :sweat_smile:
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 !
automatonvx
08. Oct 2020 · 17:46 UTC
cool, I also was going for a sort of synthwave aesthetic driving game so its fun see how yours turned out, you went for it way more than I did. I found the handling of the car really weird at first, down to combination of the on rails nature of the track combined with the free side to side movement of the car i guess, but I got used to it after a while. It kept me playing for a little while to try and get a decent score I think mainly because I wanted to hear the rest of the song beyond the first 1:20s. The track with more twists ends up feeling unfair because you crash into stuf stuff you didn't have a chance to see coming sometimes so the flatter one is more fun for me. The visuals were over the top and fun, the music was good, the gameplay was ok in the endless runner style but could use a little control/camera feel tweaking. Overall a good time was had.
Carlix
08. Oct 2020 · 21:47 UTC
It feeks like a retro version of audiosurf. Shooting was a bit messy, but I enjoyed the synthwave aesthetics.
schizoid2k
09. Oct 2020 · 00:45 UTC
Cool game with many options and features. Graphics were very nice.
Linetaru
09. Oct 2020 · 21:46 UTC
Good game with beautiful graphics all i think to do it work on shooting it will more satisfying if the bullet can follow the road to shoot car and to be visual good.
WiseClock
11. Oct 2020 · 20:10 UTC
The graphics and audio are awesome for something under three days!! When I was selecting my car model I almost wished to see the one from Back to the Future lol
JIH7
14. Oct 2020 · 18:54 UTC
I love the vaporwave aesthetic and music, and the amount of content you got in was impressive. The car didn't feel a whole lot like a car however, and having some actual steering and handling could have gone a long way. For a jam game this is really cool!
Chris Hay
15. Oct 2020 · 22:46 UTC
Great game, plays well! Very appealing aesthetic. Addicting to get a better score on that scoreboard. Pretty amazing for a game jam.
ARBEX
17. Oct 2020 · 17:36 UTC
it's got the aesthetic down pat, but don't put the cassete thing right in front of the barrier plz!
also, too much reverb on the drums, k thx bye.
niterich
17. Oct 2020 · 17:49 UTC
The graphics and the music were great, but the controls and the camera were both a bit stiff. Any time there was a sharp turn or an inversion I could never properly see ahead of me and often ran into an obstacle immediately after it.
JUSTCAMH
24. Oct 2020 · 14:34 UTC
Hey, I played your game on stream! It was a ton of fun, here's the vod if you'd like to rewatch; https://www.twitch.tv/videos/780254814

Thanks for submitting your game!
🎤 blaster391
26. Oct 2020 · 09:33 UTC
@justcamh hey man! Just watched your VOD. It was really great feedback! It is really interesting to hear someones thoughts as they are playing/learning the mechanics of the game, and seeing what they find easy/difficult to understand. We will try to take it all onboard for the next jam :)