Motor Dime by Ale
Your motorcycle can stop on a dime...and it will automatically do so every 10 seconds. Hopefully you're not going too fast when it happens.
NOTICE: If the bike is going slow, try pressing the acceleration key (i.e. 'W') multiple times! That seems to be a bug with the web version.
Game is played best locally! Browser version has some jankyness.
How to play
Controls: Gamepad and Mouse/Keyboard (HTML5 build might have issues with gamepad)
- The clock on the bottom left of the screen tells you when your motorcycle is going to run out of power
- If your velocity is in the red when it stops, you will be thrown off your bike!
- If you're near a conduit when the timer runs out, your bike won't stop
TIP: if the timer is about to run out and you can't reach a conduit, crashing head-first into a wall well prevent your ragdoll from going too far.
Share your score!

Made with Godot 3.5
Ratings
| Overall | 305th | 3.283⭐ | 48🧑⚖️ |
| Fun | 377th | 2.924⭐ | 48🧑⚖️ |
| Innovation | 237th | 3.304⭐ | 48🧑⚖️ |
| Theme | 259th | 3.543⭐ | 48🧑⚖️ |
| Graphics | 214th | 3.533⭐ | 48🧑⚖️ |
| Audio | 328th | 2.773⭐ | 46🧑⚖️ |
| Humor | 98th | 3.378⭐ | 47🧑⚖️ |
| Mood | 319th | 2.967⭐ | 48🧑⚖️ |
| Given | 46🗳️ | 74🗨️ |
Very impressive for a 3D game make in 48 hours :thumbsup:
Falling is so painful, so I go slow and steady :)

I can't say I enjoy the game that much. The bike doesn't have much punch (slow to accelerate/brake, or at least it feels like it), and having a fixed throttle (meaning when you release the button it doesn't decelerate) felt off to me, and made it hard to get a feel of when to slow down to be near the conduits.
The getting back to the bike after a crash reminded me of Road Rash on the Mega Drive/Genesis.
I do however really dislike the concept of getting thrown off your bike (maybe I'm just bad also). It was cool that you can just walk around though. Really odd racing game (in both a positive and a negative way. The electric obstacles and ramps were cool features.
Im following you on itch now - would love to see this become a kart racer! You're making me want to learn godot!
Well done I'm really impressed.
Cool concept with the full stop was a little frustrating maybe just shutting down the motor and having to restart it would be more fun. (I don't know has to be tested) But then you see less of the ragdolling which is so nice :smile:
Encouraging the player to go slow at the time mark is a bit frustrating for a racing game. Being able to get around it by jumping in the air to avoid it or something would have been a nice touch, then wiping out would feel more like my fault. Controls also felt a tad stiff, but amazing work for a jam game!
I noticed something today: whe web version seems to have a glitch where sometimes the bike won't speed up unless you press 'W' twice. So if anyone played and thought that the bike was moving too slow, that might be why.
The "stopping on a dime" mechanic has some fun consequences. I think my favorite is that doing a jump with the ramp lets you avoid the stops altogether. The first time I used the ramp I did not know about the stopping mechanic, but I did crash, so I thought the ramp was just a recipe for crashing into the wall. But later, when I started to try jumping off the ramp without crashing, it was a lot of fun, and part of the fun was that I still crashed a couple times.
(Also, one time I ended up in the middle section, and I think the lap wasn't counted that time. That does make sense, although I don't know if there's any good way to signal to the player that they are not making progress on their lap.)
I think the conduits have an interesting risk/reward tradeoff. In particular, I often crashed into a conduit when trying to use it to beat the timer. This is a fun bit of irony, as in an attempt to avoid being thrown off my bike, I am often thrown off my bike nonetheless.
One weird thing is that many many times I ended up like a meter away from a conduit when the timer expired. This often felt annoying because it seemed like I was going to make it to the conduit right on time, and I'm not sure if I ever did. I think the problem is that, it is difficult to give the player any leeway here, because the game only really will make sense if the stopping occurs in a very predictable timeframe... e.g. if the game were to give me an extra couple of frames to reach the conduit, it may be the case that I wouldn't be able to ever predict when the stopping would actually occur.
That said, I do appreciate the leeway that the conduits give you as you're leaving them. That was basically the only way I was able to effectively use them... by brushing past them slightly before the timer expired, allowing me to keep going.
Also, I think it could be worth pausing the timer whenever the player is off the bike. It seemed like it often took me about 10 seconds to get back onto the bike, meaning that I had to delay my acceleration, and then often it took another 10 seconds to turn around, meaning I had to delay the acceleration further. If the timer was paused, then the player would kind of get a free cycle every time they flew off the bike, and I think that would probably be fair.
But, overall, it was fun to try to wrestle with these mechanics, and to see the silly ragdoll physics when something went wrong. Here are my times from the second playthrough I did:

Also, one note about a bug: One time when I pushed "play again" and then started the game, the camera did not change to the player perspective but seemed to remain on the menu (?) perspective.