Night 333 by MaiMai
Demon Slaying in Hover Cars

This valley is haunted by demons. They have been summoned to this valley and have manifested as hover cars.
You are the Demon Slayer - your job is to cleanse their souls with your charm.
Stay close long enough for your charm to work its magic and send them off to the underworld.
GAMEPLAY VIDEO
https://youtu.be/QE39YwL0fMY
HOW TO PLAY
Move in close to the demon cars to deplete their health. The closer you are the stronger the charm's strength is!
Note that this game has no fail or win state. It was more about creating a chill hover car drifting game
CONTROLS
(Gamepad recommended)
Gas - W key, up arrow key, or gamepad right trigger
Turn - A/D keys, left/right arrow keys, gamepad left stick
Brake - There is no brake!

Try the 1.0.1 Dead Zone fix download if your car keeps turning right with a controller. It's exactly the same as the jam version except it includes a Dead Zone modifier for gamepad joysticks
| Windows Download | https://uidomaa.itch.io/night-333 |
| Original URL | https://ldjam.com/events/ludum-dare/55/night-333 |
Ratings
| Overall | 614th | 3.534⭐ | 31🧑⚖️ |
| Fun | 345th | 3.707⭐ | 31🧑⚖️ |
| Innovation | 923th | 2.982⭐ | 30🧑⚖️ |
| Theme | 1188th | 2.375⭐ | 30🧑⚖️ |
| Graphics | 302th | 4.1⭐ | 32🧑⚖️ |
| Humor | 770th | 2.696⭐ | 25🧑⚖️ |
| Mood | 344th | 3.828⭐ | 31🧑⚖️ |
| Given | 17🗳️ | 38🗨️ |
I'd love to see a win state for the player, but since the game isn't really about that, the only feedback I can think of is making it easier to vanquish enemies. Even when I was touching them, it took a very long time to drain their health. Maybe increasing the charm's radius would be enough.
That said, this is probably the best looking submission I've seen so far. Well done!
I would love to see a second version with some synthwave music added, actual kinetic attacks on enemy vehicles in addition to draining their health, and visual circle around the vehicle to see its radius.
Great entry with super impressive visuals, controls, and map design. :)
The AI uses velocity in order to calculate throttle and steering so it's actually quite similar to how a player would handle. I spent a bunch of time on it, so thank you for appreciating it, haha.
A win state *WAS* planned but I ran out of time to actually implement it. In addition, my plan was for the player's charm to get stronger with each enemy they defeated, which would have helped with the stronger enemies. The charm's strength has a squared falloff so you have to get really in there for it to be effective
I had actually found some synth/retrowave music but I feared it would grow tiresome once you hear it more than once or twice; moreover, it would have been too intense if it were going constantly. I did want to dynamically increase/decrease the music along with the intensity of hunting down an enemy, but alas the realities of a game jam time restriction. Hence just the background ambience - sorry it was boring, haha.
I didn't want to have a visual circle around the player (as I prefer diegetic UI design where possible) though I did have the health only appear when within a certain radius so it's kind of a visual circle??
For the kinetic attacks, are you just talking about ramming them or some kind of ranged weapon?
I hear ya on the jam time limits... they are a battle! :)
I didn't want to create a battle racer so I'd rather avoid using weapons/projectiles but using the environment to cause damage seems like an interesting idea.
Thanks for sharing your thoughts!
I just had a problem where my car was constantly moving to the right, even without me pressing the button.
:information_source: There appears to be an issue with that sometimes the game locks onto the mouse curosr and the car continuosly steers towards it, the only fix I know would be a restart.
@luis-felipe-pereira @mitur The mouse only affects the camera so it shouldn't be that.
The game actually calculates each car's center of gravity and adjusts the thrusters' offset when the game starts (since it's all physics based) so I wonder if it mis-calculated that step on start? I don't know, that's weird, so thanks for the report!
Oh, I had much more planned, including full-on races, upgrading your car, upgrading your charm, multiple demon car varieties, dynamic BGM, and a full day/night cycle. So I agree, it was a bit shallow, haha, but not what I had intended.
Also, the background ambient sound is 3 or 4 minutes long, it shouldn't be too repetitive, but if you mean the engine audio sound, yeah, that's definitely a quick loop - though it's a couple sounds mixed together that loop at different times, hopefully adding some variety? Anyway, thanks for the feedback!
By the way, i think the turning right bug is a gamepad thing. My first playthrough was with a gamepad connected and I ran into the turning issue. I could still play by pushing the analog stick forward and countering the turn. I then decided to try it again with my gamepad disconnected and I didn't encounter the bug. Restarting with the gamepad connected made it happen again.
Graphics are great. Really atmospheric entry. Played for way longer than I meant to just locked into the flow of the driving.
-It wasn't easy to tell how exactly to damage the demon cars.
-When I first booted up the game, No demon cars happened to spawn near me, So I was confused about how to actually play the game.
I have created a new build (1.0.1) that includes a Dead Zone modifier (the only change) that I'm hoping will solve the issue for anybody having their car constantly turning right.
If anyone who had the issue could try out the new build, I would massively appreciate it! Otherwise, I'll just have to wait and see if anyone else reports the issue.
had fun playing all the same!
Thanks for playing @blues. I checked out the Area 51 level in Crash Bandicoot. Yeah, if you mean having oncoming traffic, I think that's a good idea. And, for sure, some music would definitely help. I do think the looping music would have been *more* annoying than the crickets in the amount of time I had for the game jam.
And thank you, ~~Penguinologist~~ @smidgens for playing! I would also love to see a hover game, in fact, we're planning on making this into a full-on game! So, I appreciate your not-necessarily-synthwave request, and also some objective-based gameplay. Having a bunch of different environments would be a lot of work but I do agree that it would be fun to just cruise around with some music blasting!
It could definitely use some music to get things pumping! Let me know if you're looking for some music tracks for this game: https://polymonic.com/