Laser Rails: Chase! by Alex_ADEdge

[raw]
made by Alex_ADEdge for LD 42 (COMPO)

My Ludum Dare 42 COMPO Game: 'Laser Rails: Chase!'

Note 16/08/18 - POST-JAM version is now also up, see details below

Play as a robot - with a jetpack - chasing a train - in a western-cyberpunk mashing of genres.

CinematicScreenImpact4.png

*If youre a streamer/youtuber and you play this, please let me know!

Features: - A Jetpack equipped cyberpunk-western-robot to play! - An infinite track/world with different areas! - A randomly generated train so every game is a bit different! - Evil robots with cannon-arms! - Laser turrets that scramble you and your jetpack! - Canyons and other hazards! - Like rocks that get in your way! - Poorly modelled cacti! - A good few bugs!

Chase the train with your jetpack and stay in as close as you can for as long as you can to score the most points. If it gets away from you, you can still catch back up. But the train will only keep getting faster! I didnt get around to adding the laser whip unfortunately, so combat is lacking! :(

Controls: - WASD/Keys - Movement - Space - Jetpack (also helps you get back up when you fall) - R to restart - M to toggle music

Let me know in the comments what your highest score is!

Notes:

Ive opted-out for Audio because I ran out of time to make any sfx or music so whats in the game wasnt made by me - I just threw it in last minute for some ambience! Music: BenSound https://www.bensound.com/royalty-free-music/electronica Track: 'Scifi'

(Ive updated the game since the deadline with some minor fixes for some major bugs that webGL seemed to be having. An update file is included in the source download that specifies changes. Main issues fixed: Camera was glitching out like crazy, colliders werent working initially AT ALL in the initial upload and the character was tripping on collider edges at high speeds which would ruin an otherwise smooth run.)

CinematicScreen02_edit.png

CinematicScreen03_edit.png

*Edit - Update!

Post-Jam Version of Laser Rails: Chase! is up.

I fixed a couple of big flaws, such as some physics issues and camera problems (losing track of the player, jerky camera etc) But most importantly based on feedback I added a tutorial area at the start - sheltered from enemy fire and with basic instructions on how to play (and a easy obstacle to get you to use the jetpack). My main regret with this game was how you start off getting shot at, not good for a lot of players!

Tutorial03.png

You can play the POST JAM (version 1) here: http://delta-edge.com/LaserRails_PostJam/

Full Changelog: Postjam_v1.png

Ratings

Overall 533th 3.098⭐ 48🧑‍⚖️
Fun 565th 2.83⭐ 49🧑‍⚖️
Innovation 553th 2.798⭐ 49🧑‍⚖️
Theme 722th 1.844⭐ 47🧑‍⚖️
Graphics 117th 3.883⭐ 49🧑‍⚖️
Humor 376th 2.3⭐ 42🧑‍⚖️
Mood 475th 2.698⭐ 45🧑‍⚖️
Given 42🗳️ 37🗨️

Feedback

BladeSides
13. Aug 2018 · 09:15 UTC
I think I played it enough to figure it out. The game is bad at explaining itself, but after a few plays, I managed to get enjoyment out of it. With some bug fixes, I believe this entry can do a lot better.
psychead
13. Aug 2018 · 09:18 UTC
Fun idea. I love the look and graphics of the game, very well executed those. I think simplifying the colliders of the train would help a lot with wonky physics.

(By the way, how does the game relate to the theme? :sweat_smile:)
All in all, good job!
Alexey Akulovich
13. Aug 2018 · 09:50 UTC
Lifehack - get under the train :)
![Screenshot at 2018-08-13 12-46-30.png](///raw/8ff/81/z/17504.png)
suve
13. Aug 2018 · 13:37 UTC
Yeah, robot cowboys! The visuals are very nice, but the movement is a bit awkward and the scoring is a mystery to me. Still, for a 48h compo, this is a mighty fine entry in terms of overall quality.
DangoGameDev
13. Aug 2018 · 18:18 UTC
I really like this, honestly, I reckon you should take the jetpack mechanics you've made and make it into some proper racing game or something along those lines because it was reaaaally fun to just jet around stunting off of stuff.
🎤 Alex_ADEdge
14. Aug 2018 · 07:46 UTC
@bladesides Yeh I agree it doesnt convey the mechanics/aim that well, I threw that text in right at the end in an attempt to add some level of direction. The chase/points mechanic was pretty last minute because I originally wanted it to be a chase & heist game. So had to pivot right at the end to make something worth playing! Thanks for the feedback :)

@psychead Cheers! Yeh something I didnt get around to implementing was a bigger scarier 'hazard zone' - I had a better canyon in mind and a zone with robots that would chase and attack you. So along with the chase you were meant to have a countdown timer to each hazard zone which would warn you that you were 'running out of space' until that zone came up! Or something like that :)

@alexey-akulovich Haha damn you! XD I dont even know how you managed to fall there so perfectly. I had to do it in-editor. Should have added a pointed collider on the plow...

@suve Thanks heaps! Yeh walking is pretty rough, I'll have to go with some other setup rather than using colliders to smooth it out in a post-jam version. Scoring simply takes place when youre close enough, depending on the exact distance youll slowly get points. Could have been conveyed a lot better tho I agree - Ive got some better ideas like having a number appear above you whenever you get points. Then at least theres something to go by.

@dangogamedev Yes the jetpack turned out really nice! I actually originally planned to have a laser whip, which youd use to attack enemies (adding it to a post-jam version) AND to lasso robot horses to ride. But the jetpack worked so well I didnt bother with the horses (not that I had time anyway)
And yeh you can use the area as a halfpipe if you get fast enough, Ive cleared canyons that way ;D
Thanks for the feedback!
mgsx
14. Aug 2018 · 11:05 UTC
Graphics are cool but i didn't get fun with overall gameplay and game goal ... :-(.

I don't understand how it fit to the theme neither.

Since audio is not by you, it couldn't fall in compo competition if i'm not wrong ?
🎤 Alex_ADEdge
14. Aug 2018 · 11:45 UTC
@mgsx Sorry you didnt like the gameplay!
It would have fit the goal better if I'd gotten around to implementing a hazard warning system, but I ran out of time :/
I think audio is ok - given I opted-out of that category and it was still allowed as a compo entry. Not ideal, definitely my main weakness when it comes to gamedev so planning on working on that!
Derek Volker
14. Aug 2018 · 14:24 UTC
The music and the graphics are nice, but it took me a while to figure out exactly how to use the controls as the other robots keep shooting me down. Once i could understand more or less what do do i could go on with the train for about 360 points.
NightmaresDev
14. Aug 2018 · 15:10 UTC
I kinda went to fast. And fell off the Map 2000 "Distance" from the train :3 that was fun xD
Red Pill
14. Aug 2018 · 15:12 UTC
For some reason, I only get a black screen and the UI elements. I can die however. Playing from macOS.
Tony Redmer
14. Aug 2018 · 15:13 UTC
The controls here feel really loose, and at times I felt I had no idea what I was doing. That being said holy cow these graphics / lighting / shaders are so good! I am loving the visual look of the game. The music doesn't feel like it pairs to the visuals as well as it could, but I see you've opted out on that. Seriously love these colors though I'm really impressed with everything visual!
GregKlein
14. Aug 2018 · 15:17 UTC
If you keep working on this, you might wanna explain in the game that you're supposed to chase the train.
s0rax
14. Aug 2018 · 15:52 UTC
Nice game, the controls are sometimes weird but it made fun in game
Astericon
14. Aug 2018 · 15:52 UTC
Fun idea
FlashViper
14. Aug 2018 · 15:54 UTC
The graphics are really cool, and the jetpack is extremely fun to use. I wish there was a shoot button though.
Koala Squad
14. Aug 2018 · 15:54 UTC
Great job! I love the art, it really looks great! The gameplay is a little lacking though, and it's really hard to know what's going on and what to do. I got stuck on zero points for about ten tries because I didn't know that the jetpack has LITERALLY unlimited speed. Unfortunately, it's really hard for me to make the connection between this game and the theme. Overall, great job, and maybe try the jam next time (It's a LOT easier to get a game done with more time).

Cheers!
- The Koala Squad
Phantom Dinosaur
14. Aug 2018 · 16:00 UTC
Flying around in endless space with the jetpack with a calming music in the background is fun. The models and animations are pretty good. I feel the gameplay could have been a bit more polished. Maybe it should be game over if the train get's too far or you struggle to reach the vicinity of the train in time.
shp
14. Aug 2018 · 16:02 UTC
Nice graphics, the jetpack is a bit hard to control but maybe that's the point!
tasty_jose
14. Aug 2018 · 23:05 UTC
The game looks great and the concept is very creative. Flying around was quite satisfying and i liked the sound I think with refined flying and a way to interact the enemies and dodge the rocks would make it a really solid expirience
designernap
15. Aug 2018 · 12:44 UTC
Really like the look and feel of this one. Nice work. Had a lot of trouble starting it and held boost for so long that I ran out of track BUT, that balance in the middle is pretty cool :)
Allan Kong
15. Aug 2018 · 16:18 UTC
The controls feels a little slow and like I am walking through mud, But the graphics is so good
SuperQGS
15. Aug 2018 · 16:31 UTC
Took me a bit to figure out but it's very enjoyable once I did. Amazing graphics too (I played the Jam build)
SimoGecko
15. Aug 2018 · 16:49 UTC
Wow, I must say that I really enjoyed the feeling of going around with a jetpack! that was smooth and especially when much far from the train going at high speed was great! however once close to the train the enemies were quickly annoying and you couldn't do much. I think if you focused more on the chasing aspect and avoided the player going faster than the train, it would be a great game!
tuism
15. Aug 2018 · 16:51 UTC
It looks incredible. Great work on all the visuals.

But the gameplay...
- There's very little control over the robot, and even just walking a couple of steps could cause it to fall over.
- With the jetpack on you can move really fast but with almost no real control.
- The train zooms away super quickly and catching up involves turning as little as possible while flying forward. Not fun.
- Any bump while you're zooming and you'd go flying off and probably never see the train again due to the bad controls.
- The scoring is a mystery. There needs to be some visualisation of when score is added, how much, etc.
- Just really the controls man, it's the whole game. And so important.
- There's no display of how much life you have? Getting shot doesn't even tell you?
- Also... Theme?
🎤 Alex_ADEdge
15. Aug 2018 · 17:23 UTC
@derek-volker Thanks, Im glad you liked the graphics, definitely a part of it that Im very happy with!
Music wasnt by me sorry, opt-ed out and just threw it in there last second. And solid score. Getting a few hundred points seems like quite an effort. Its a bit easier now in the post-jam build.

@nightmaresdev Haha sounds like you were playing 'Laser Rails: Race!' perhaps? I should really set it up so the terrain generates for the player as well as the train, then you could just keep going haha

@red-pill Not sure whats going on there. Theres a link for the version on newgrounds. Do html/webgl games usually work for you otherwise?

@tony-redmer Thanks! Im certainly happy with the visuals, but next gamejam I'll be putting a bit more time into gameplay/tutorial stuff cause this one was a bit of a last minute dash in those regards.

But heres an interesting shot, hour 1 vs hour 48, its great to see a game come together and evolve!
![Compare2.png](///raw/d6f/c/z/19cef.png)
🎤 Alex_ADEdge
15. Aug 2018 · 17:29 UTC
@s0rax @astericon Thanks!

@flashviper I had an idea in the works for a laser whip (see my twitter https://twitter.com/Alex_ADEdge), which you would use to whip the enemies and also redirect/reflect bullets. It would have been super cool, but I ran out of time. Buuuut I still plan on adding in a future post-jam version, v1 having just gone online today.

@koala-squad (also @gregklein @bladesides) & @Everyone else for that matter, I added a post-jam version today with a much nicer start area with a mini tutorial in it, it lets you get to your feet with the controls before you start getting attacked, check it out if youre keen on seeing an improved version of the game.

![Tutorial03.png](///raw/d6f/c/z/19cfb.png)

And @koala-squad yeh Ive done the jam in the past, I wish I could have for this one to get it more complete but I'd already taken 1 day off work to do the compo, so I was just out of time and had to make do with what Id made (lacking in the theme was also caused by this). But I'm still working on it atm, theres a few features Id really like to see in the post-jam version. But thanks for your feedback! :D
LarrySeinfeld
17. Aug 2018 · 00:04 UTC
I didn't find it hard at all to figure out how to play and what the goal was (I played the original comp version) and I found it to be an interesting take on the endless runner genre. Only thing I thought could have been useful was a health bar. I figured out you have 5 hits, but in a long enough run you aren't going to bother keeping track of that mentally or notice every time you're hit. Overall, fun little addictive game.

P.S. Nice music choice.
rainysolar
17. Aug 2018 · 05:36 UTC
A unique endless runner with good graphics. The jetpack physics is really funny. Nice game!
Rodrigo Denúbila
17. Aug 2018 · 14:24 UTC
I took a while to understand what I have to do, and I missed a lot an weapon to fight back. Graphics are really good, and the game play is pretty fun. Good job!
mAnimal
26. Aug 2018 · 19:53 UTC
NIce graphics and train model dude. For me in this concept is challenge missing. Maybe add some dodgy obtacles or somethig to force player be more on the move.
Jupiter_Hadley
11. Sep 2018 · 13:44 UTC
Nice graphics! I included it in my compilation video series of the Ludum Dare 42 compilation video series, if you’d like to take a look. :) https://youtu.be/tG45WDfIQds