DRYVER by GuitarBro



Your ship has been damaged and needs immediate repairs, but you are lightyears away from your destination. Nearby is the planet, Pulvis II, a barren wasteland with mere traces of civilization. You must venture deeper and deeper into the deserts of Pulvis II to scavenge the parts you need.
Note: WebGL sits on a black screen for 5-15 seconds while loading. Please just give it some time, it's doing it's best. :slight_smile:

Technologies Used
- Unity 2021.1
- Blender 2.92
- FL Studio 20
- Gimp
- Nodewerk
- Substance Painter
- Substance Designer
- Affinity Designer

Changelog
1.0.0 - Initial release.
1.0.1 - Fixed issue with camera clipping - Fixed several typos - Fixed collecting parts resetting too early - Fixed UI not showing part icons and flavor text - Fixed pillar POI reset point
Ratings
| Overall | 848th | 3.55⭐ | 62🧑⚖️ |
| Fun | 862th | 3.383⭐ | 62🧑⚖️ |
| Innovation | 998th | 3.136⭐ | 61🧑⚖️ |
| Theme | 1536th | 3.075⭐ | 62🧑⚖️ |
| Graphics | 399th | 4.123⭐ | 63🧑⚖️ |
| Audio | 263th | 3.892⭐ | 62🧑⚖️ |
| Humor | 1307th | 2.146⭐ | 43🧑⚖️ |
| Mood | 598th | 3.724⭐ | 60🧑⚖️ |
| Given | 31🗳️ | 33🗨️ |
And music... that's amazing ;)
@shadow30 Thanks for the feedback. That sounds like a bug. The part should have been marked off in your menu. What version were you running? It's funny you mention the jump. We actually had that but it didn't seem to fit so we cut it.
@mhorth Appreciate the compliment! The atmosphere was done using a sphere with inverted normals that follows the camera (transparent, so you can see the skybox through it). It has two panning dust textures and depth fades over 100m so you can't see where it meets the ground. It also uses the dot product of the sun direction and the view direction to create a soft scattering halo around where the sun appears in the skybox.
The dust storm effect is actually pretty simple since most of the heavy-lifting is taken care of by the atmosphere sphere (heh), just a few world space dust particles and an animated sand texture on the terrain. It's surprisingly convincing for how simple it is.
I can understand the concern @whysguy52 pointed out - the map was quite large, and at times it did feel difficult to be sure if you were going in a productive direction. I have to give kudos to you for implementing several features that helped me during the playthrough, though! When I was feeling like the fuel limitations were really making difficult finding anything, I realized you had implemented an optional god mode into it that made finishing up my exploration that much easier!
At a certain point I was about ready to put down the game because I didn't know how much I had found and how much I still had left to go, when I realized that the escape menu both had a handy checklist of all the objects to be found and notes on where to find each. It took some time, but knowing that there were those guides helped me to find the rest of the parts! Still, some variety of indicator (like pieces of machinery leading off in the various directions) would go a long way to making it easier to follow through!
I did feel extremely triumphant upon finding the final of the pieces - that said, I experienced an issue where no matter how much I drove over the piece, I wasn't able to pick it up.

I had a bit of difficulty with handling, and while ultimately having a mouse camera panning functionality may have improved the options for search, I found it too sensitive and tended not to touch my mouse unless necessary - some variety of camera lock forward would be excellent!
Ultimately, an excellent game, and great job putting this together throughout the course of a Jam! It had an excellent atmosphere, smooth play, and a lot of enjoyable options! I think it would benefit from a little more indication toward the escape menu, which had a great amount of useful information, and some variety of indicator when your ship took the part you brought back, but even without these features it was quite playable and enjoyable! ☆☆☆☆☆ You should be proud!
I agree completely regarding the escape menu. One of the AI's voicelines mentions using ESC to open it, but it would definitely be better if we reinforced it more.
We originally wanted the parts to have unique functions, such as a compass to help locate other parts, but that got scrapped due to time constraints and as a consequence the map is indeed a bit on the big side. Glad things worked out alright for you regardless with the god mode, though.
Lets just say this: driving things around is generally fun and you didnt disappoint. I liked driving the shuttle around the desert, that was cool.
What I didnt enjoy was the camera controls which were all over the place and appeared to be inverted weirdly?
I also didnt really understand how to pick a direction to find a part, drove for a while, ran out of energy and then died. So maybe some indication of a beacon or something to help guide you would be helpful, especially with the energy mechanic.
I liked the song and also liked the atmosphere you created.
Nice work!
As for finding the parts, the parts list (press ESC) has some hints as to where they can be found. You were intended to just explore, looking for interesting objects on the horizon to investigate, but I agree that it's not as obvious as it could be. As I mentioned in my last comment, we originally wanted the parts to have unique functions, such as a compass to help locate other parts, but that got scrapped due to time constraints, unfortunately.
Appreciate the play/rate/comment regardless!
@bmacintosh Appreciate the kind words (and the thorough comment)! Totally with you on all your critiques, we started with that "going between known charge points" idea but ended up reducing it to the current layout to make it easier to play since we didn't have time for quality of life features to make the _really deep_ collectibles not-impossible to find. And good feedback on the battery UI getting harder to see the further the camera is zoomed out, that's just a bit of an oversight from developing on big monitors (oops lol).
@amerigo-gazaway Thanks! Glad you liked it.
@ladycerberus Appreciate it! And I agree, I think going fast is pretty fun too.
Good jobs ! I like the game concept and I feel a little emotion to explore this sand planet.
The music is perfect for the ambiance, the graphism put you in game athmosphere.
It's not an easy game (or I am a bad player :p) but after few trying we understand game mechanics and I like challenge :)
I used the web version and I have a little problem with mouse. Sometimes because my mouse gone out of the screen when my mouse go back on it, the camera was rotate so I see the side of the ship. After some movement of the mouse, the camera come back in the right position. Code controles is not easy. But if they are something to improve, it will be that.
The intro text on the page is interesting and adds a nice bit of mystery. Main menu music adds to this mood of mystery.
The game could use a loading bar after the main menu as I had a black screen for a while.
Onboarding is clear with a nice female voice. Is it voice acting or synthetic voice?
Mouse controls over the camera is a little fiddly. With my dual monitor setup, I ran into problems where my view was backward and I couldn't get it turned right. Maybe disallow the camera from going all around the ship and have some rubber band to return the camera in proper place after panning.
The atmosphere was beautiful and the music complimented the action nicely. If I heard correctly there is dynamic volume scaling tied to player velocity? If so well done as it feels good.
Finding the items was not that hard, but more effort into signposting would have been nice. I also ran into a bug where I was carrying Fuel Cell and tried to pick up Plasma Relay and it just disappeared.
I feel that the driving around feels nice and juicy, but isn't enough alone to carry the interest. It would require some more skill elements like avoiding enemies, pits or falling meteors. Something like that.
Overall good entry that feels quite nice to play, but lacks a key (skill)element that would make it interesting. The game fits nice into the jam theme of going deeper.
@keppu Thanks for the detailed feedback! Yeah, we didn't anticipate the WebGL version to take so much longer to load since the Windows build loads almost instantly, hence why we didn't have a loading bar. Figured that was a "feature" not a "bug fix" so we didn't make an update for it. Sorry you also had trouble with the camera. We did want you to be able to look around all the way, but I agree, it could probably use some tuning to snap back into "forward" position faster.
You did hear correctly, the volume is dynamic when you go faster. Glad someone noticed. :wink:
Thanks for the heads-up on the collection bug, thought we squashed all of them but I guess one slipped through. Oops.
@steelax thanks, sorry to hear your cursor got stuck off the screen. Hopefully was still an enjoyable experience.
I only managed to find the fuel cell. You don't seem to have enough energy to actually explore the place.
For webgl builds, make sure you have an alternative to the escape key as that exits full screen mode.
Of course there are a few bugs, the controls are a bit wacky, especially for the camera, the physics of the car is wierd when you collide with obstacles, but the core experience is so well made that it is really secondary.
Also the desert was really well realised. great work
The fuel meter was a little hard to see with the camera angle sometimes, but I like that it's shown in the world and not on a UI. Had a lot of fun playing!
But seriously though...
The game looks gorgeous, this might be the best looking 3D game i've played so far.Soundtrack is cool.
When you don't move the camera fov is pain. I understand that this is for the s t y l e, but having something closer to two digit number would be great cause unless you are moving you can't really see anything.
(And i think plasma relay is broken, you can't pick it up)
But if you put a little bit more work into this game, it could become pretty good and very pleasing to play.
You could implement ship movement by applying force to ground, so it would look floatier.
Other than that, good job!
Getting the balance right on the slopes was tough but there are some places where it breaks down, like the one you mentioned. It wasn't as harsh for a while but you lose the feeling of being connected with the terrain if it doesn't slow you down enough. I agree that it might be a little too slow going up some hills though. There is actually a system we built to make it easier to go up hills but you lose some control that we cut for time. That may have helped.