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(+1)

Hey, this is a neat puzzle concept. I like the mix of fully planning in advance but having to execute in real-time. Quirks of the tile system (and That Bug) do make the timings tighter than they should be, especially on the last level, but it's a jam game and that's a question of polish. Excited to see where you take this, and glad to hear this is getting a post-jam update! I'd definitely play it again.

(Also, the pathfinding bug has been talked to death but honestly I think you could replicate the behavior and turn it into a predictable puzzle mechanic? Before I realized it was a bug I thought you might've been about to introduce some sort of "fix broken-down car" idea.)

(+1)

Wow Chloe, thanks so much for this thoughtful and elaborate comment! First off, I'm super glad you at least enjoyed what's there somewhat, secondly it's super good to hear that you look forward to a post jam release! The fixed version (with many other improvements) is ready now, and will be pushed as soon as I have the time, I'm super excited for people to try it! More levels will follow in a next update. I like your suggestion of incorporating the 'breaking down' of the car as a mechanic, I was thinking of adding a tile in which a car waits 1 turn before moving on, which would open a lot of new puzzle design opportunities! Thanks so much for playing and giving feedback, unfortunately I can't rate your game before the deadline because I'm not home atm, but I'll try to check everyone's game out after the jam ended.