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Heya thanks for playing.

The credit for the driving really just goes to KidsCanCode, I simply tweaked the variables haha

The art is mostly taken from free sources, all in the credits of course, I just tried my hand at the "research station" and completely misjudged the pixel size ^^' unless you're referring to the UI, which I quickly mocked up in GIMP inspired by the color scheme and design of the wildcards. I thought about making the background yellow-ish looking to fit with the corruption/wasteland but I figured it was equally unappealing to just have a single solid color, I might experiment with much more map than necessary next time.

The startup of the game really did need a loading screen but unfortunately I just didn't get around to it. Problem here was the function to calculate an array of coordinates of the outer edge of a box was pretty "heavy" and made the game stutter a lot so I pregenerated a gigantic array holding arrays with the outer points of a radius for each radius (it's a bit confusing to describe) and then just used to current outer radius as index for the array during gameplay. There's a high chance you can solve this issue in a much more performant way as I'm not very math proficient at all but it's what worked for me at the time.

In terms of the car, well, when planning the game, in my mind I imagined some form of off-road suitable vehicle like a sand buggy but as you can tell I didn't really find any open art for something so specific so I just kept it at the car for now, unfortunately I'm not a very good artist at all. I agree though, more feedback and a graphical HP display would be nice.

When it comes to the buttons yeah, those are totally valid points but I struggled so much with the UI system to a point that I positioned some things just by turning them into a Node2D and freely placed them, which came as a bit of a surprise to me as I have some minor experience with the layouting of native android development and some decent experience in flutter from my job, but something about understanding the concept of the UI system easily but just not quite being able to make it work was so frustrating that I left it there and focused on other aspects of the UI like settings etc.

Refer to earlier for why it takes a while to start up, game really needs a loading screen indeed.

With the menu transitions I took a bit of a gamble, in web development we say that "300ms is a noticeable delay" so I put it at 1.5 seconds as a bit of an artistic decision, but shorter animations using cubic interpolation would probably suit the job better than a linear fade I agree.

I'm glad you enjoyed it.