Summons Racer by paulhocker
Thanks for playing my game.
The object of the game is to deliver four Court Summons each day, for seven days, while earning money and experience along the way.
You can pick from three available Summons to be delivered before each round. The time to travel will depend on the distance of the address. Each summons will also have a different set of effects for the address you are travelling too.
Higher crime areas (number of locks) will have more police watching the streets and means you won't be able to get away with going over the speed limit of 50.
Higher priority Summons (shown with the dollar sign) will earn you more money and experience points.
Higher traffic (shown with the car symbol) means that more cars will be in your way on your travels.
Good luck and have fun. Please remember to leave feedback and comments on my LudumDare entry page.
Paul.
Controls
- Arrow Keys
* Screenies *




| Link | https://paulhocker.itch.io/ld55 |
| Link | https://gitlab.com/ludumdare/ludumdare55 |
| Original URL | https://ldjam.com/events/ludum-dare/55/summons-racer |
Ratings
| Overall | 805th | 3.383⭐ | 32🧑⚖️ |
| Fun | 754th | 3.283⭐ | 32🧑⚖️ |
| Innovation | 843th | 3.083⭐ | 32🧑⚖️ |
| Theme | 983th | 3.1⭐ | 32🧑⚖️ |
| Humor | 651th | 2.911⭐ | 30🧑⚖️ |
| Mood | 753th | 3.4⭐ | 32🧑⚖️ |
| Given | 22🗳️ | 40🗨️ |
- The font (especially with the antialiasing) doesn't really fit the aesthetic of the game art I'd say. I would suggest going full pixelart here (using https://fonts.google.com/specimen/Press+Start+2P, for example).
- This also extends to the other UI elements like the timer-container: I think sharp edges and no antialias would really complement the main games art here.
- Using Godot as well, I'd use an audiostreamplayer2d for the police sound: When the police is on screen just have the sound play dead center (maybe even a little right when in front but that might actually be a little much - worth a try though), while panning it _slightly_ left when they are offscreen. If you want to go really crazy you could also check the distance of the closest police car and tween the volume accordingly to give the player auditive feedback on how much they are closing in which would be pretty cool.
- I'd just go with full seconds in game, maybe opting for showing a more precise time when a job is finished. It being a fast game where you deliver things I thought I was looking at the distance to the location, only realizing its the remaining time after a crashed into something and realizing it was still counting down. I think going for full seconds would mitigate this since in a fast game you probably wont mistake a relatively slow countdown for anything else but time.
But that are just my two cents on how I personally would try to polish the experience a little more. It was still a fun little experience, thanks for providing it! :)
"Why dont I just go as fast as I can?" Because of a really cool police chase mechanic! :D
The game is simple and fun. Really intuitive and a nice little spin on the theme "summoning".
As far as I could tell, the exp and money doesn't yet do anything? Would have expected to have some "upgrade" mechanic after day 1.
Overall, cool game :)
The art is well chosen, the only issue there is that the cars are side-view, and the background is angled top-down, making it awkward to gauge whether I would or would not hit cars that were ahead.
Overall very nice work, I just wish there was a clear fail state to make things more interesting.
The car sprites feel off in a perspective way, they are viewed from the side while the world has a more from-the-top view angle. This also makes it harder to judge if you'll collide with someone or not. If you add some depth to the cars I think it will feel and look much better! :)
Lastly, some distance-o-meter would be nice, right now you have no idea how close you are to the goal.
Was a fun game! :)
The art style is lovely - I am a sucker for pixel art and yours is really well executed! The UI could use some minor improvements, but overall really solid look!
I made it to day 6. I would have been nice to have some variation, at some point it becomes very repetitive. The police did not really do much, besides being noisy. At least they made me feel like an awesome criminal (being surrounded by 7 police cars at some point haha!).
There should be something to do with the experience or money. Also it would have helped to have some idea how much distance is left to travel, so that it becomes easier to deicde whether you should press full gas or take it more easy.
I don't think it is beatable once you arrive around day 5/6.
The available time becomes really short, so there is almost no way to NOT bump into cars or being fast enough.
Overall it was fairly fun and endearing for a solo project! Also loved the soundtrack variation on the game over screen! Too bad that I was not able to see what happens once I beat it!
For the next jam, you could try to accomdate some time to play through the game yourself.
Keep it up!

