Birb World Tour: Royale by samboyer276
You, and 99 other birbs, have been summoned (haha geddit) to a huge party on the other side of the planet! Unfortunately, there's only one place left... so you'll have to race against your fellow birbmates to get the special invite!
Features
- 🌐 Race around the world together in this definitely-really-MMO game
- 🔃 Use loop de loops, corkscrews, catapaults & more on a kilometres-long race
- 💰 Purchase upgrades & skins in the Lobby to run even better next time
- 🎧 Six hot pieces of original music to run/relax to - can you find all the Otamatones?
- 🐤 birb
https://youtu.be/jzQlAIlrick
Controls
- ⬅️/➡️ or A/D - Steering
- ⬇️ or S - Slow down
- Space: Jump
- Left Click (hold): Boost

Credits
(what I did/didn't make)
- Code, models, animation & music by me (Sam)
- Extra modelling/animation assistance by Matthew C
- Particle & UI sprites by Kenney dot nl
- Toon water shader by IronWarrior on GitHub
- Wireframe shader by miguel12345 on GitHub
- SplineMesh plugin by methusalah on GitHub
- AmbientCG and Polyhaven for textures & HDRIs (although they've been unrecognizably downscaled haha)

a note
Thanks for checking out my little game!
It's been a long time since I've used Unity, and even longer since I've worked in 3D. I loved playing the 3D Sonic games growing up, and feel like it's not often a game can really capture a sense of speed - hopefully I've gotten close to that feeling here.
'World Tour' in the title comes from the plan to make a 'tour' of levels, but unfortunately I only had time for one, and thought I should prioritize fun elements over making many terrains... hopefully you can imagine what a series of environments would look like. Anyway hope you enjoy! -sam
| Link | https://samboyer.itch.io/birb-world-tour |
| Link | https://samboyer.itch.io/birb-world-tour |
| Soundtrack (jam out without running!) | https://drive.google.com/drive/u/0/folders/18ULQtzU0rroqb1Ccrhv7qThBw0HwnaNL |
| Original URL | https://ldjam.com/events/ludum-dare/55/birb-world-tour-royale |
Ratings
| Overall | 179th | 3.978⭐ | 25🧑⚖️ |
| Fun | 20th | 4.318⭐ | 24🧑⚖️ |
| Innovation | 876th | 3.043⭐ | 25🧑⚖️ |
| Graphics | 701th | 3.565⭐ | 25🧑⚖️ |
| Audio | 249th | 3.761⭐ | 25🧑⚖️ |
| Humor | 301th | 3.543⭐ | 25🧑⚖️ |
| Mood | 719th | 3.435⭐ | 25🧑⚖️ |
| Given | 15🗳️ | 26🗨️ |
- floating trees - they are canon in this universe
Such a fun game.
So addictive. I sent it to a few friends to try!
nice job :D
please can you vote on my game? :)
@callmety 19 seconds?!?! how fast were you going?! that's by far the fastest time I've seen, am honestly surprised the character controller still works at that speed 😆 but I'm really glad the upgrade system was satisfying. Ramp/path sticking is a major problem right now; if I did a post-jam version I'd probably make a whole new 'spline' movement state so you don't fall off it (& can handle sharper corners - I think this is how it's done in Sonic?), but the current 'rigidbody-like' state can handle the basics.
@poutine-studio yeah that's a big issue with this momentum physics, the moment all your horizontal speed gets converted to vertical you just aren't coming back down :( maybe I should increase gravity, or prevent those kinds of launches from happening so much... or just put a big collision plane in the sky haha
Congrats!
Nice job! :)
@freshd Thanks for playing! That being said I'm looking forward to a post-jam version of Ritual Road someday so I must ask you to stop playing mine :laughing:
@breakfastgun yeah I'm gutted about the 'twister' road honestly, would've been the coolest road to run over. Technically it \*can\* be done if you slow down loads before + while on it, which isn't very fun. I think the issue is twofold:
- The birb is treated more like a car/real-life physics object than a game character. I should be sticking it down to the floor (terrain and roads) better.
- Obviously this road is impossible to use in real life! If I did a path that resembled a barrel roll instead of an aileron roll there wouldn't be such strong 'upwards' forces.
re. the folks upset about it missing the theme: it's evident I didn't spend much time trying to link this game concept to the theme, mostly because this was the kind of game I wanted to make right now? I'm sorry if that's against the spirit of LDjam, but I feel like being able to opt-out of the Theme category is evidence that making a game under the theme is not a mandatory aspect. Hopefully future players can bear this in mind and enjoy it regardless :)
And as always, shoutout to @callmety for completely destroying the level :fire: I wish I had more courses for you to optimise haha
Overall though very fun and with some more polish to the mechanics and presentation and a real online mode, this could be a hit
@human
> when I am last there is not much options to recover from it
This is a great point. If I'd put in 'dice-roll' powerups (like Mario Kart item boxes) then it'd be easy to bias the more powerful options to people at the back, but the items I had time to put in are fixed for all players unfortunately. I'll try and think of more ways to keep the pack closer together!
@hollowtsun
> The only downside is th lack of feedback when we hit an obstacle it would be nice
Agreed - I think it would have been really funny to add a simple tumble animation when you hit an obstacle (think like the rapidly-spinning parkgoers in Roller Coaster Tycoon 3). The spikes and water could do with something similar, but with a longer duration... ah well, one for next time!
@skleembof Thank you for the honest feedback! I agree, the game is less polished than I'd like, and I think I should have spent less time on the lobby and more on the race (especially floating items, they are the bane of my existence!! so easily solved with raycasts at instantiation time as well... :( )
I'm not sure I've seen the 60th place->First place UI bug before though - as far as I know those numbers used the same counters - but maybe it forgets to update the race finish UI in some circumstances? I'll have a look out for it when I'm next in the codebase :)