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Last Lap's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1039 | 3.950 | 3.950 |
| Enjoyment | #2159 | 3.350 | 3.350 |
| Audio | #2506 | 3.100 | 3.100 |
| Creativity | #2716 | 3.550 | 3.550 |
| Narrative | #4876 | 2.150 | 2.150 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
In this racing game you compete against your previous laps, each one repeating in a loop. There might also be an actual loop present :)
(Optional) Please credit all assets you've used
Music - "Maximum Overdrive" by Bogart VGM:
https://opengameart.org/content/maximum-overdrive
Fonts:
https://www.dafont.com/monster-racing.font
https://www.dafont.com/lazenby-computer.font
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Comments
Don't mind me playing on the final hour :P
Love the aesthetic, and funny that you had two kinds of loops. I like the side arrow showing you where to go, I fell off the loop once and was saved with the arrows telling me where to go next. And thank you for adding invincibility during the start of the track, there's not enough room for all of us at the starting line.
The car lines are also neat, especially when I'm feeling bold and ahead, I can still slightly react to it, though I think it could still be be longer to punish being ahead less. The steering is really sensitive, but I got used to it by tapping instead of holding.
Overall I can feel a lot of effort and polish put into this, especially with the variety of levels. I had a lot of fun. Great job!
I do have a serious question, what came over you to add baby park into this game 🤣
I wish I had a controller with me, but I think one potential solution for keyboard steering is to gradually increases the turning speed over time? I don't know if this will work for this game, but it made mine feel a little bit better.
Cool concept! I like it!
Always love me a synth-wave visual!
Well done! :D
After you played ours saying they were similiar I had to come and try this one - I've been playing a lot of the other racing games to find if anyone had a similiar idea and so you did!
Awesome idea with the synthwaves, I feel like you executed a much finer balance of it than us, the controlling of the car feels tight less likely to go out of control compared to ours, I loved that ghost trail you did - I really tried to get the alphas working in Godot but I really couldn't get them to work, wanted the ghosts to have a faint glow and fade to
Really well done from you! Excellent submission.
Thank you! It's always fun to find different takes on similar ideas.
Regarding the controls, I think it's just the result of different design directions. In our game where you lose if you touch the ghosts, the controls have to be quite tight and responsive in order to not get frustrating, but I think in your game that would have made it too easy. I felt that the controls being more drifty really added to the fun because it made crashing into your previous laps (or well, trying to avoid it!) a big part of the gameplay loop, especially since you had more laps per track than us.
Love the synth wave atheistic I think it matches the idea fantastically reminds me of that one Futurama episode whare someone is driving in like Tron space and they get split into into the rainbow. Its so fun how as you go on it just gets more and more chaotic especially if you are doing good laps and all your cars are in the same spot on the lap. I think some indication on when your ghost cars become solid would be nice because I noticed for the first little bit of a lap they are non collidable but then become collidable. Fantastic game I had a lot of fun playing this one.
Thank you! I am very happy that we managed to succeed on the aesthetics as we put quite a lot of time into it. The invincibility indication thing is something that I had planned to do, and was quite high on my priority list actually, but it somehow just slipped my mind on the last day. It's I believe 1 second before they become collidable and we added it because otherwise it very quickly became impossible to even pass the finish line.
Dank vibes, lots of fun. I just ended up developing a strategy where I'd wait the longest to start on my first lap, then slightly less long on my second, third, etc. to kinda cancel out the mechanics. But for sure that wouldn't work if I was going for track records and stuff so I think it only works as a casual degenerate strategy. But this was a lot of fun. I love the car just falling apart on a collision and the first time it happened I just clipped through the map and idk why but that felt right with the music haha. Fun submission
Thank you! Yeah, that part of the design was for sure a bit of a struggle. We didn't want to force the player to go fast by having a super low required lap time as that would just make you instantly lose if you made a single mistake, so we ended up going for encouraging playing faster through the score system instead. We probably could have lowered the allowed time slightly though, but we didn't really have time to playtest all the levels enough for that unfortunately!
Fun Idea, I would like more of a reason to go fast as I felt I could just make myself slow at first to win on my actual lap, Nice job tho !!
this game was really fun! the turning controls were too sensitive for my liking and too difficult to control but that might be a skill issue lol. the retro art style is really fitting and well made here! overall this was a very good experience.
Thanks!
The keyboard input is definitely harder to use than a controller, this was the first time I have programmed a car-based game so I'm not really sure how to solve that issue in a satisfying way. It probably didn't help either that I did most of the playtesting and balancing using a controller.