Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

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Trace Race

by Oye Beto - Compo Entry

Try it on easy or beat the real challenge on hard.
You can also relax drawing with the trace on "Free move" mode.

Rotate with left and right arrows or A and D.
Backspace goes to main menu.
Esc closes the application.

If you see a blank screen, wait for it to load.
If you play the embeded version, put it on fullscreen.

Please leave a comment. Thanks for playing!

Downloads and Links




xylr says ...
Dec 13, 2015 @ 9:56pm

(SPOILER) You can finish the race by quickly turning around ;)

Oye Beto says ...
Dec 14, 2015 @ 3:09am

xylr: you are right! I didn't notice xD
I'll have to leave it like this for the jam but the next iteration will have it fixed.

Thanks for your feedback :)

karlipoppins says ...
Dec 16, 2015 @ 7:01am

First playthrough: let's put it on easy to see what this is about... Meh simple enough, let's start again in Hard... OMG this is crazy why can't I do this!?!?! I finally got it after 20 mins of gameplay!! It was either that or going crazy lol!! Great job, simple and very addictive! :) Missing music and good sound. Simple graphics were really cool though maybe some particle effects could have given a nice effect. Great job! :)

Anachron says ...
Dec 17, 2015 @ 4:15am

Nice! That would be super fun on mobile

PowerSpark says ...
Dec 17, 2015 @ 4:16am

Simplistic! I think it needs something more special, like sound or something to race. Good work.

Aerohand says ...
Dec 17, 2015 @ 6:18am

nice mini game! it will be awesome to also include audio effect. it is actually super fun to play with

mr. a says ...
Dec 17, 2015 @ 6:20am

When I first saw this, I was expecting maybe a minute or two of familiar and easy play, so I was amused and only slightly optimistic about "hard" mode.

Twenty-odd minutes later, and I have a much greater appreciation for the value of level design & controls. It's just one level, but it ramps up the difficulty well, with nicely-interspersed breaks, and is small enough that it keeps looking conquerable after killing you thirty times in a row. The delay after death is just long enough to do a quick mental reset and not a moment longer. The trails & screen shake are nice touches, too.

Excellent job squeezing so much out of such minimal and familiar-seeming content.

richardboegli says ...
Dec 17, 2015 @ 7:40am

Good job. Like @karlipoppins said, played easy to see what it was like, then struggled on hard. The corners are just the right size.

Freestyle mode was fun, drew a few different things :)

Dec 21, 2015 @ 1:09pm

Nice! A timer with leaderboard could be a great addition.

dx0ne says ...
Dec 21, 2015 @ 1:45pm

Simple but fun. Just disable camera shake afer fail - in hard you fail to much to wait each time.

Also trying to draw Olympics logo in free mode could be game on it's own.

kabel says ...
Dec 28, 2015 @ 9:10pm

Cool! Just cool!

Andy Gainey says ...
Dec 31, 2015 @ 5:03am

Pretty clear and appropriately challenging on the faster speed. I could tell immediately that my must-beat compulsion was kicking in against my will. Normally I avoid games that produce that experience because life is already full of enough frustration as it is, but I know that plenty of other gamers enjoy that experience, so I'm taking it as a positive sign. :-)

I was left wondering how the game would feel with a bit more physics instead of a constant-rate turn and constant speed with no inertia or sliding. Maybe not better, but the curiosity did cross my mind, for what it's worth.

Powerups or non-lethal obstructions (mud pits, for example) could help liven up the courses.

It was only upon reflection that I realized that the route trace is actually kinda cool. I wonder if there are ways to draw the player's attention to it once winning (or even after losing). Obviously outside the scope of a jam, but it'd be the perfect sort of thing for a leaderboard. Let people compare their trace against the best scores.

Or maybe color code the trace after a race according to various factors (distance from wall, distance from top player's route, distance from pre-computed optimal route), using something easy to visualize, like the standard green->yellow->orange->red to signify good/bad (or something more colorblind-friendly).

ChuiGum says ...
Jan 1, 2016 @ 12:31am

Nice gameplay!

Xanjos says ...
Jan 2, 2016 @ 7:39pm

The hard course was pretty challenging(managed to beat it after 5 tries and that was before I found out about the turnaround bug) but this was a rather fun entry plus the free mode feels like some sort of Etch-a-Sketch.

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