i like the low poly models and the soft music. The game didn't really gave me the sensation of "fail to win" though. Throwing the blue cars into the water didn't feel really as "failure".
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Thank you for playing :) I see what you mean re. failure. I think we were going more for the "messing with the concept of winning and losing" part of the theme, in a way. We liked the idea of an island of residents so enthused with their postal delivery system that they see it as a personal win to crash their cars rather than the post be late. xD
But then, that story isn't really shown in-game at all (spent too long getting the mechanics working!) :P