Fuel Frenzy by Daniel Conway


Collect fuel and power-ups to continue driving!
A/D - Move left and right
Gameplay: https://www.youtube.com/watch?v=luAP-SH8XuI
| HTML5 (web) | https://danielconway.itch.io/fuelfrenzy |
| Original URL | https://ldjam.com/events/ludum-dare/39/fuel-frenzy |
Ratings
| Overall | 410th | 3.174⭐ | 25🧑⚖️ |
| Fun | 350th | 3.13⭐ | 25🧑⚖️ |
| Innovation | 638th | 2.091⭐ | 24🧑⚖️ |
| Theme | 506th | 3.13⭐ | 25🧑⚖️ |
| Graphics | 231th | 3.522⭐ | 25🧑⚖️ |
| Audio | 279th | 2.957⭐ | 25🧑⚖️ |
| Mood | 370th | 2.85⭐ | 22🧑⚖️ |
| Given | 11🗳️ | 7🗨️ |
First, some semblance of health would be an incredible improvement; slamming into a traffic cone and suddenly losing isn't the best experience.
Secondly, making it so pickups override one-another would be good; it's hard to see what all the pickups do initially because you can only have one active at a time. Being able to pick up, say, a 2x while Strength is active, causing Strength to disappear and the 2x to be active - it'd be an improvement.
Finally, the music could use some improvement. It does lend to the mood, but it gets pretty old, pretty fast. Saving your music volume between runs with PlayerPrefs might help as well.
Simple idea but this was a cool game with a little of everything - some arcade action, 3D models, sound effects, a variety of hazards and pickups, solid controls, and a happy tune. You did a good job of picking a controlled scope and delivering on all the aspects.
At first because the road has 3 lanes I assumed this was going to be one of those discrete lane-switching styles of control, and I was initially disoriented to see that it was a continuous drive-anywhere scheme. So I drove into the side of a building testing my limits. But once I had played a few rounds I actually was glad that it works the way it does.
The only nitpick that got me was how the retry menu is accessed with the mouse, while the game is played with only the keyboard. I would have preferred an instant-retry button right on the keyboard, but this is a minor thing.
I kind of agree with Sputnik that maybe not every obstacle needed to be instant death - for instance I found myself wishing at one point that the traffic cone just discombobulated me or something, instead of being death.
Anyway, that's just other ideas, nothing against the game of course.
Nice work!
I don't have any problems with instant death here, however the ramdom generation could be better. Anyway this entry is really good, congrats !
Also there is this policy in game development that you should make obstacles' colliders slightly smaller than they should be and bonuses' colliders slightly bigger. It just makes the game less frustrating, you can imagine that in real life the obstacle could only scratch you or you could bounce off of it, so just slightly touching it shouldn't kill you.