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Right-Turn Rally's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #12 | 3.920 | 3.920 |
Overall | #19 | 3.272 | 3.272 |
Originality & Innovation | #20 | 3.400 | 3.400 |
Fun & Game Design | #22 | 3.280 | 3.280 |
Graphics | #25 | 3.160 | 3.160 |
Audio | #37 | 2.600 | 2.600 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
gd.games URL
https://gd.games/damonwakes/right-turn-rally
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Comments
The graphics are nice and I like the idea (however I muted the game because I found the turning sound annoying and too high-pitch, I think I even had a glitch happen where the sound would loop and keep on stacking without stopping). In practice I found it too hard to control as I would always either turn and crash face-first into a wall, or I would always need to spin around to get the correct angle, never being able to do a turn without one of these happening. Maybe you can try experimenting with a bigger track (or even the ability to go off-road?), or maybe even another gamemode with an open space and gameplay similar to Mario Kart's balloon battle?
P. S. I like your explanation for the controls in another comment's reply!
I think I ran into that looping tyre sound bug once myself, but it was in a multiplayer game where I'm pretty sure the host got disconnected. The sound in general does seem to be a bit much, though I think it may be another one of those things that's cropped up because I was well used to steering the car before I even added it in: I suspect it's much more grating if you're frequently taking more than one full circle to make a turn, rather than hearing it only briefly on each corner.
A bigger track is a neat idea. I did consider it while making this (particularly as the Kenney racing pack seems to include assets for wider corners), but by that point it would essentially have meant building a new one from scratch. I'm also not positive how it would affect the gameplay: chances are it would mean less running into walls, but it might also offer rather a long way to drift off course. But if I added more tracks to the game, having some wider options would be one way to increase variety if nothing else! The balloon battle idea is an interesting one too. I feel as though it would probably require weapons/powerups that might mean a departure from the two-button control scheme, but at the same time I can imagine forcefields, orbiting drones, melee weapons popping out of cars - the sort of thing that might be activated on pickup and then simply remain in play until it timed out.
I stink at this game, but it is still cool! The turn sound gets annoying. The buttons are also mapped oddly. Why "M" to turn?
My Rating:
Fun: X X X X -, Sound: X X X - -, Looks: X X X - -, Idea: X X X X X, Theme: X X X X X
Ah! I was wondering if anyone would ask about the controls. Part of the reason is that I felt as though if I went with WASD or arrow keys, people would end up trying to turn left due to muscle memory: every other game of this sort allows it, so I wanted something substantially different so players wouldn't have a finger hovering over a useless key out of habit. As to why "A" and "M" specifically, I type on a Dvorak keyboard and those are the two keys that are positioned the same as on a QWERTY keyboard.
This game was awesome! It's a shame I suck at these kinds of games lol, but it's very cool that one turn is a lot more complex than the other, super creative!
Cool game! I liked the concept and the track. One thing, I might point out is it felt a little long for how hard it was to control the car.
Yeah, a couple of people have mentioned that. I think because I got the hang of it while testing, I didn't realise that people would take so long to get around the track when picking it up for the first time: based on the fact that the game has more ratings than leaderboard entries (and that the slowest recorded times are in the region of four minutes), it seems a fair number of players don't manage the full three laps at all. Once you can get round the corners reliably, it takes less than two minutes to finish. I'd quite like to expand the game, though, and will definitely throw in a one-lap practice run if I do.
It's nice, there's really not much else i found to say about it ...
It was a good Game🎉 but I Played it on full sound, the sound of rotating hurts my ears
It was a good Game🎉 but I Played it on full sound, the sound of rotating hurts my ears
It was a good Game🎉 but I Played it on full sound, the sound of rotating hurts my ears
Haha! Yeah, sound was something of a late addition to this: I'd definitely rework it given more time, but the tyre noises as they are now already took a good chunk of an hour of the jam. Both they and the engine noise have to run for however long the button's held, which involves multiple audio events that (without better planning) make it harder to tweak pitch/volume etc.
I get that the sound in me a bit much, too. (I just sole them off pixabay and shoved them in.)
Really fun racing game. The car felt really slippery but not annoyingly so. Fun litte game.
yo! that was really fun. the choice of Music and SFX was 5star for me :D playing this with a few friends would be awesome, imagine this with more tracks and power ups would make this a solid party game.
The music was actually composed for this game by TurtleBox! I remembered to include a credit on gd.games but was in a real rush by the time I got around to writing the Itch description and neglected to add it here as well. The SFX was largely just grabbed from Pixabay but took a bit of work. The engine noise in particular has a few different elements: whenever you accelerate there's an initial rev followed by a looping "engine running" noise, plus a steady "idling" loop running in the background. (Realistically the running/idle sounds shouldn't be heard simultaneously, but actually switching between them in the game sounded weird for some reason.)
It would be great to expand this into a more complete game: in particular I'd love to include local multiplayer. The two-button control scheme would make it really easy to let a bunch of people simply crowd around the same keyboard, or to have two players using a single controller (or four players using two). I can imagine using shoulder buttons to accelerate and face buttons to steer, with one person essentially playing left-handed and the other right-handed. Multiple tracks are a great shout as well: I was originally hoping to do that for the jam version, but it took a surprisingly long time to design just the one!
Yeah now you mentioned it, but still all that matters to me. The combination of SFX used, made me really enjoyed playing 😂 cheers!
I had so much fun once I got the hang of the game, the game is polished. Nicely Done bud!
Very clever use of the theme to use as constraints for a racing game, great job. I was really bad though and three laps was a lot! Hope someone comes along with a worse score than me.
Thanks! I actually don't feel as though that's too bad a time for a first attempt: the cars' turn speed is set to allow for pretty much whizzing around corners at full throttle, but the flipside of that is that it's quite fiddly to angle them exactly the way you want (especially when starting out).
If I expand this I'd like to offer more options. A one-lap practice run would be simple enough to set up, and would be especially handy if I added multiple tracks.
Haha yeah. I was really happy that the car corrected course when hitting the sides, that was a good touch.
I did consider having friction penalise players for constantly scraping along the sides (which might even be a small factor already), but when I was testing I found that was pretty much inevitable anyway. Also I feel as though it would be frustrating to hit the right wall and then have to either crawl along it slowly or do almost a full spin to get away from the thing.
This is really polished! I really like how the tire tracks remain on the circuit, and the sounds make the experience even juicier. I tried it in solo mode and completed 3 turns in 176 seconds, enough to be 4th on the leaderboard for now! I can see how chaotic this would be with other players. I wonder if the cars can collide and you can slow down your opponents. Great job!
Thank you! I figure anything under three minutes is a decent time, especially if that was your first try.
The cars do collide with one another so you can shunt opponents around to an extent, but not yet having got four players together online I can't be sure exactly how much of an impact it'll have on the game when you get a real pile-up. My guess is that collisions will generally do more harm than good to everyone involved so the optimum strategy is probably to get out in front as quickly as possible and try not to get blocked into a corner by someone who's also frantically trying to spin their car in the right direction.
That said, you may be able to block an opponent by hogging the left side of the track, then steering right if they try to get around you that way: once you're both scraping the right-hand barrier, they can't realistically overtake.
Great work! .)
Graphics are really cohesive and the tyre marks persisting on the ground is a polished touch! Unique usage of the two buttons. Once had a car that liked to turn right, this took me 'right' back haha!
Thanks! Unless I threw in something I'm forgetting, the graphics are exclusively from the Kenney racing pack - they're always great for jams but I think this is the first time I've found one that covered literally everything I wanted to include.
Good work! Man was I terrible at driving..
The constant screeching of wheels made me only drive one lap however, perhaps should tone that down later on.
Fits nice with theme as well!
Thanks! Sound was something of a late addition, and the screeching tyres were definitely the hardest thing to get working at all: there's a lead in, a looping middle section, and a fade out that would all have to be adjusted independently (or all set to share a volume variable). By the time I added the single player mode I'd more or less ruled out any more fine tuning, since it doubled the number of places I'd have to go in and tweak things. It's definitely not ideal as-is. If I ever expand this into a more complete game, I'll aim to let players adjust the volume of various sounds.
Looks good. Reminds me of those old micro machine games. Good job
Th econtrols are hard but the theme, artwork and graphics as are nice