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A jam submission

Speed Vector 7DRL 2021 EditionView game page

A fast-paced, turn-based racing roguelike
Submitted by Grakkam — 1 day, 19 hours before the deadline
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Speed Vector 7DRL 2021 Edition's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#63.6673.667
Traditional Roguelikeness#413.6673.667
Completeness#683.3333.333
Scope#1032.6672.667
Aesthetics#1103.0003.000
Innovation#1122.6672.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • A wonderful little game! Had a lot of fun swerving around and crashing into walls. Got the hang of it after a couple games, and there's some strategy there!
  • I had a good time with this entry. My high score ended up being 65091, 357 turns. It seemed at first that it would be difficult to make a game interesting when it is about movement, but you can see where you will be next and can think as long as you want. But after playing for a while, and getting a feeling for how the movement worked and when you would hit other cars, I found that I was having a good time. There is an interesting balance between speed and control, and you can push your luck a little if you think you can make a turn. The other cars act like random events, causing you to have to make adjustments instead of only dealing with the corners. It was satisfying to watch other cars crash and burn on sharp turns as you make your way through them. I enjoyed having a Spotify soundtrack to listen to as well. The only thing that brought me out of the experience was that you aren't really racing the other cars. You can't fall too far behind, but as long as you are reasonably close, it doesn't really matter. That's why I felt that the cars were more like random events because they weren't really competitors. You also can't get too far in front of them or you go off the screen. It's honestly fine this way, I'm just pointing out how it felt. Maybe it would be cool if you went through courses and had to speed up at the end to make sure you came in first. There are actually a lot of cool ideas that this game makes me think of-- maybe a pitstop could gain you back some health, maybe there are drivers with different personalities who are cautious or aggressive, different tires or weather. I enjoyed the About section, and the UI and message log were clear and useful. I wish that you could have used space as well as enter to log your movement choice-- using enter meant picking up my hand to go back and forth between the movement keys and the enter key over and over. I also wish that, after you lost, you got your most recent score and turn count on the screen, instead of only your high score. Because the game is turn-based, on a grid, and has proc-gen, it fulfills my requirements for being considered a roguelike. Really well done and an experience I'd not had before. Well done!
  • I didn't thing i would feel this amount of intensity playing a turn based game, there's just something about making a turn at the top of the screen literally touching the wall pulling back out cutting off another driver and seeing the explosion fade off into the background that's really satisfying definitely a lot drift king moments in here. Felt rewarding to play even 7 runs in and I could see myself going back just to toy around with it. The choice to show crashing movements on your option reel in red is really smart and definitely helped me get out of some situations I thought were game over. Its a nice feature to have a log to go back to as well, sort of a greatest hits(no pun intended) of the run I would love to see that keep track of more things like clearing a turn or passing cars. fun car names by the way. There is a lot of ways you could take this for Speed Vector 2: the need for steeg multiplayer could be really fun, a fixed course would be interesting, more rogue-like-y even. You stated in the game that you weren't sure if this classified as a rogue like but it absolutely is to me st least, just the very base of one. The randomness to the map generation is what makes it interesting keeps game-play varied and challenges the player I think this is a big piece to what makes rogue-likes themselves. The only thing this game needs to really embrace that is more features along those lines pit stops with random car parts/upgrades, different map location, pickups/hazards along the road, different cars of different sizes/speeds on the road, maybe some meta progression of unlocking new drivers. All stuff that I'm sure was way outside of the scope of a 7drl its honestly impressive you managed to code this in that time I cant imagine it was easy but i would trust your gut on this feeling like a rogue-like. Also I think my highscore was around 14K

Successful or Incomplete?
Success

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Yes

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