Formula Dare by Taffaz
You have been handed the keys to a Formula Dare team and you only have 5 days before your first race.
This isn't going to be an easy task as the car has been stripped down to a bare rolling chassis by the previous owners.
Some staff will turn up for work on Monday but you don't know who or even how many.
Keep one eye on the up coming track to help focus your build and keep the car stable to reduce the chance of losing control on track, but remember, in Formula Dare it's easier to make a fast car stable, than make a stable car fast.
NOTE: We've updated the game to fix a couple of minor bugs as well as adding a beginner mode. This is a massively reduced game with less choice to introduce you to the core concepts. This was added post jam closure, however all the game mechanics are the same so hopefully this is acceptable. The full game option is the original entry with bug fixes.




| HTML (Updated) | http://www.taffaz.com/ludum/ld49/web2 |
| Link | http://www.taffaz.com/ludum/ld49/LD49_v1.1_Desktop.zip |
| HTML5 (Original) | http://www.taffaz.com/ludum/ld49/web |
| Original URL | https://ldjam.com/events/ludum-dare/49/formula-dare |
Ratings
| Overall | 1485th | 2.602⭐ | 46🧑⚖️ |
| Fun | 1486th | 2.375⭐ | 46🧑⚖️ |
| Innovation | 455th | 3.589⭐ | 47🧑⚖️ |
| Theme | 1251th | 2.933⭐ | 47🧑⚖️ |
| Graphics | 1352th | 2.322⭐ | 47🧑⚖️ |
| Humor | 1221th | 1.863⭐ | 42🧑⚖️ |
| Mood | 1400th | 2.214⭐ | 44🧑⚖️ |
| Given | 76🗳️ | 77🗨️ |
But it's too hard at start. May be need to recreate tutorial?
Echoing the feedback that it was a lot of information to give the player all at once. Took me a while to get the hang of it.
Really cool concept though. Nice work.
@zazz0000 Haha, I bumped into an angry Italian and swapped it for some pizzas
I would have liked to have a clearer feedback on the overall status of the car before qualifying/ racing.
I would have liked a direct info on the spots about the rules, instead of hovering over, which took time and was annoying.
I think this has a lot of potential and I would like to check the next versions.
Note: I played the original version.
As I mentioned, I'm not even sure if all 114 button shaped objects are actually buttons, and if some of those aren't you definitely need to make them look different. You should definitely take a look at how other shops are designed in video games. Perhaps grey out the options you can't afford, or hide them entirely until you've 'unlocked' them.
Overall, the game was just a bit too much for me to understand. I'm sure the idea is really cool, I just couldn't figure it out.
I found the feedback of the game a little confusing. Each of the dice-placement actions would change several marameters out of more than ten (standard ones + unstability); you here try to follow the rules like a puzzle; then you start to qualify and you end up somewere (not clear which one you are in the ranking) and some comments that are seemingly opposite to what was advised in the pre-qualified help.
Overall the concept is not bad and has some innovative elements.
Thinking about how to fix some of the shortcomings, I would streamline the feedback loop and have some default for the beginning: like,
- give the players a preconfigured car at start, so they don't feel overwhelmed;
- then you can change some of the dices for every pre-qualifying session, but limit the changes to only one turn (so the players can immediately see what their actions affected);
- then make *actionable* comments that can be vaguely related to a single section of the UI, like "You spun because the car was too fast in curves" -> meaning change brakes/wings/spoilers.
I like sport management games, I think it could be fun. Keep up the good work!
I think the key is to introduce mechanics slowly and display them clearly so that the player can get to grips with them early on. Graphically it needs to display information more clearly and give feedback earlier on that the user is on the right track (or not).
This game was very different and this is to be commended. So much of game dev is reacting to user feedback so I would like to see what this game is like once you've had more time to work on it.
You guys need to come up with a better way to convey the games rules. If I wasn't such a fan of racing, dice games and long texts, I wouldn't have bothered to invest the time necessary to understand. A couple of pictures between the rule texts would have been greatly appreciated.
Also lmao American Russians being the slowest team is a great joke. Maybe they'll be better in the new regs...
Yet I agree with most comments here, that it would be worth introducing each component / placement area separately. Or at least build up on what was introduced before. For example:
* First race in one day and you only need acceleration (either tires or gearbox) and braking.
* Next race in two days - additionally need top speed; show what weight increase does.
* Third race in 3-4 days - cornering, drag, alternative acceleration.
* Fourth - dice manipulation, stability, auto filled areas... and so on.
Also even with chapter-by-chapter mechanics introduction I think it would be good lock some options (but still display them) until some condition. For example, you need at least 4 dice placed in engine to start working on gearbox. Or Unlock highest value tires only after filling in 5 dice in gearbox. That way it would make the car filling feel more connected, each playthrough would feel more unique, because of mistakes/tradeoffs you are forced to do. While at the same time limiting available options early on (reducing mental evaluations required) and thus expanding options when most obvious places are already filled. Also unlocking previously unavailable spots would feel more rewarding as `it's a choice in specializing` in one or more areas.
Looking forward to future updates.
Definitely a bit overwhelming when you look at it for the first time. But once I read the help and all the rules for each box, it was easy to get into. It plays and feels like a traditional worker-placement boardgame :)
I didn't feel like it's too much to absorb, and it was fun to puzzle out. However, I did feel like you don't explain enough of your terminology. I guess it's because I know nothing about race cars building :grin:. What is an end plate? What is MGU? What is DRS? What is HR (Human Resources is the only thing that comes to my mind)?
Some sfx feedback would really add to the game. But in general it's a really cool entry!