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Havoc Cab's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #64 | 3.000 | 3.000 |
Fun | #80 | 2.500 | 2.500 |
Innovation | #88 | 2.500 | 2.500 |
Roguelikeness | #113 | 2.500 | 2.500 |
Overall | #125 | 2.417 | 2.417 |
Scope | #140 | 2.000 | 2.000 |
Completeness | #148 | 2.000 | 2.000 |
Ranked from 2 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.
- I can see what Havoc Cab was going for - it's essentially procedurally generated Crazy Taxi. As an old Crazy Taxi fan from the days of yore, I'm happy to see more games in that vein. The biggest problem with Havoc Cab is that it's *extremely* buggy. In my first four plays, two of them spawned me falling into the abyss (forcing me to hard-close the game because there was no way to exit) and one had a bugged green destination column which was there throughout and didn't relate to any passenger I picked up (nothing happened if I drove through it, either with or without a passenger). This kind of thing continued to happen for whole time I was playing, but it particularly stuck with me that 3 out of the first 4 were badly bugged. It's to be expected that a 7DRL might have a bug or two, considering the timescale, but Havoc Cab has so many that it barely works, I'm sorry to say. When it does actually work, it's fine. It's easy to accidentally fall off the edge, and I lost many taxis that way, but that's a matter of practice. I never got the hang of drifting with any precision, but I did get better at staying on the road. So technical issues aside, Havoc Cab more or less does what it's meant to. I quite like the aesthetic of the town. I don't think this was intentional, but the steely blue island of buildings surrounded by a vast void gives me a cyberpunk vibe, which is in my wheelhouse. Animation is a bit stuttery at times, but it seems like presentation is where a lot of the effort went, and it shows. It looks good for a game whipped out in 7 days. Having said that, it's a small enough and repetitive enough environment that it gets old pretty quickly. Having a variety of environments would be a big ask for a 7-day jam, especially when the game is going for this kind of 3D game world, but driving up and down the same handful of streets really does get samey very quickly. Maybe a less ambitious look, with more variety, would have worked better. My feeling is that Havoc Cab falls prey to something which is really common in 7DRL entries (and the one I worked on a few years ago made the same mistake!) - it tries to do too much, and ends up putting the week's effort in the wrong places as a result. Giving us a 3D environment is cool, but that's pretty much everything Havoc Cab is. There isn't enough game here to be able to recommend it, and it's so buggy that it ends up feeling very unfinished. I applaud the effort, and I think that putting procedural generation in the Crazy Taxi format is a great idea, but what Havoc Cab is trying to do was probably too much for a week-long jam. Good try, and I'd like to see what comes of it with more work, but it's not there right now.
- Nice assets, interesting idea - I always wanted to play procedurally generated Crazy Taxi. "Drift" doesn't work. No sense of speed. Generally, it's more proof of concept than a game.
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? duh.
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Yes? duh!
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