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(+1)

Real sharp and clean game, fun aesthetic and controls to make a great little experience.

- Favorite part is how clear the interface is once you understand it all, the number of customers needing things+direction to target etc, all well presented and readable to let you focus on completing the tasks.
Just enough twists and turns navigating to make it an engaging area to drive around in which helps the experience too.

- I think the boost is a good idea, but a bit sort of just there in execution. Depends on your goal for what it adds. I think something that might be better is having boost recovery tied to customer satisfaction, so it's more core to the experience instead of just recovering an amount on occasion when a recover object spawns along your desired path, and adds an extra layer of satisfaction to reaching the customers as fast as possible. Also slowing down the base movement speed a bit, and the boost speed a bit, so instead of quick vs super fast/almost uncontrollable-though potentially the kind of chaotic speed you want for the games tone, it would be comfortable vs satisfyingly fast, and create a better pace as you drive then zip around and back when you spend it then recover it from deliveries.

(+1)

First of all, thank you so much for the detailed feedback! You're spot on about the boost. It was added in slightly later when we felt the driving alone was a bit stale. Tried to implement drifting, but we were too far into the mechanics and running very low on time, so it was scrapped. The boost seemed to mostly fill the void and was an easy addition. But, to your point, linking it to something like customer satisfaction would've probably better tied it into the core game and created smoother pacing. I may go back and modify a few things after the jam. Thanks again for playing!

:) no worries! Glad to hear it helpful.
Ah that definitely makes sense. Good luck making revisions to it if you do, a real solid core to fine tune a bit here.
Thanks for making the game :) !