Quantum Drive
A downloadable game for Windows, macOS, and Linux
Controls:
- A/D - Move left/right
- W - Boost
- S - Brake
- Q/E - Perform trick (While in air)
- Space - Fire bullet (Hold for charged shot)
Credits
Artists: Jacob Urdiales, Myles Amoah, JayPea, Jesse Foster, Adam Farah, Meghan McCormick.
Programmers: Alec Armstrong, Brian Ku, Randall Norwich, Winfield Cartwright, Preston Finley, Ramon Gutierrez
Font source - www.dafont.com/neon-like.font
Music:
Password Infinity - EvgenyBardyuzha
Jazzy Abstract Beat - Coma-Media
Lifelike - AlexiAction
All other Music - Jesse Law www.linktr.ee/jesselaw
Sound Effects:
Boost - Eponn
big boom - SamsterBirdies
paper explosion - Reitanna
Metal Hit Cartoon - Johnnyfarmer
Short fireball woosh- wjl
Bug zapper - tonycarlisle
Sounds/music gathered from https://pixabay.com/
Status | In development |
Platforms | Windows, macOS, Linux |
Author | CSCC Game Projects |
Genre | Racing |
Download
Install instructions
The game is a self-contained Unity executable, so if your platform is offered as an option, save it wherever you like (or download it through the Itch.io app) and simply run it.
FOR MAC: The app is unsigned; the only reliable way to get it to run on modern Mac machines is to install and launch it through the itch.io app. https://itch.io/app. (You can also try following Apple's documentation on running unidentified apps, but success is not guaranteed (https://support.apple.com/guide/mac-help/open-a-mac-app-from-an-unidentified-developer-mh40616/mac) (https://support.apple.com/en-us/HT202491))
Comments
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first off: Love the site aesthetic that you decided to go with for the itch page, the retro look works very well!
great job with the rebindable keys, it is such a staple game feature these days. That being said, having a good default control scheme is also good, and the default control scheme is a little weird with it using numpad and WASD... if you are not using the mouse, I would suggest changing it so everything is reachable with one hand: WASD to move, space to shoot, shift to jump (alt is in a weird spot to use hand position wise) and then Q and E can be used for Woogie and backflip.
The background works, but it definitely would look a lot better with some better backgrounds, and or custom buttons.
The vehicles have a really weird mix of being fairly blocky, yet highly glossy giving this weird "highly detailed, low poly" conflicting look. also, the vehicles on the left and right rotate into the backdrop making the edges disappear randomly.
I'm guessing the track select is a placeholder? It would look much better if you replaced the squares with either a representative picture of the track, or a picture of the layout of the track, or a name for each track.
I really love what you did with the feel of the track itself! I would highly suggest looking at the game "distance" it also goes for a "survival racer" type of game. One of the things you will notice is the hazards themselves are never very big, but your going so fast is what makes it hard. the spikes are clearly dangerous, but the mines did not look very threatening and didn't realize it was dangerous until after I hit it.
The checkpoint can sometimes place you directly onto spikes, forcing you to take a hit. I also managed to glitch through the bottom of the track at one point, and when going on the "turning left/right" sections it seemed like I couldn't turn/strafe at all.
jump, shoot, woogie, backflip doesn't seem to do anything?
Also, the curves going up/down are a little too steep, preventing you from even seeing what is about to come next, and doesn't even matter sometimes as you go fast enough the vehicle just flies off and over it.
track select and vehicle select don't seem to do anything? once you get multiple tracks though, high scores will need to be separated for each track
I love the general concept of the game! love the F-Zero vibes. but the controls are either too slippery or the turns are too sharp. maybe add bumpers on the edges or add a drift feature.