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Congrats on completing the jam! I really appreciated your take on the theme. I'm the kind of driver that will park as far away as possible from the entrance and walk just so I don't have to deal with the chaos of closer spots. 

The core concept here is pretty interesting. I like the idea of the puzzle game about coordinating differently timed items into the correct spots. Unfortunately, the pacing is what really kills this game for me. The slow crawl fade to a post level screen makes failing a level overly punishing and winning a level feel more like a chore than a success. The window to be able to click a car into the correct space feels a little too short, too. When I got to the third level and missed the brief moment to get a car into a spot then had to sit through a slow fade, I gave up. 

I did get a good chuckle from the fail state explosions. The second level took me a few tries because I didn't realize you could put cars in the wrong spots to save them from speedsters. I'm glad real car accidents don't always end in complete obliteration though! 

Well done on finishing and good job! 

Aaand this post right here basically summarizes everything I failed to do with this game. The long fades basically boiled down to me not understanding Unity well enough to make them consistently long, and whenever I tested them before they seemed to be of reasonable length. The rest of the problems also have similar reasons. I managed to put myself in a corner by designing everything every mechanic so poorly that level designing was really difficult. :( Parking cars in the wrong spots to save them was just me not thinking enough when I explained the mechanics though. 
Thank you for checking out my game, however! It's not the experience I wanted it to be, but I really appreciate any feedback I get!