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(+1)

Very solid start, had a lot of fun with the demo. The car  handled well enough, the game in general looks great for it's style and the billboard jokes are classic. It definitely nails that early-millenial arcade-y feel, and the choice of music helps too.
One bug that I've found is that during the package mission, the counter doesn't track how many packages you got and stays on 0. Running into a ghost also doesn't seem to affect anything.
As said below, some indicator for the chasing mission would be nice - first time I've tried it he ran away outside of my field of vision and I've lost him in the crowd, couldn't find him and the timer ran out.
The driving missions' timer is fairly lenient, I was able to finish the harder one even with running out of fuel mid-mission. The checkpoint indicators could be clearer, as it can be confusing of which direction to go to when you have more than one visible or when you don't have the next checkpoint immediately visible on your screen when running over the current one. Making the difference between active and inactive checkpoints bigger and also adding an arrow to the next current checkpoint would help a lot.
Text scrolling for missions felt inconsistents, I think some are slower than others. Trying to make them pop with SPACE also skipped the whole conversation. It would be also nice for jobs to say on the list how much they'll pay.
As said below, immediately quitting with ESC is pretty harsh. I've lost some progress trying to quit the shop menu with ESC by reflex.
Not really a fan with the fuel mechanics if I'm honest, evne with some capacity upgrade it ended up feeling like busywork. I'd rather have something like a damage/repair system if you want periodic maintenance as it'd be tied to player performance rather than just time, and also would give me an incentive to drive better instead of bouncing around everywhere.
Speaking of, crashing into things felt a little too bouncy even for an arcade game to me.
The upgrade system is nice and works well, but considering how expensive it is to unlock the next stage (or would be next stage rather) by the midle of the game it felt like a waste of money that I should've used on unlocking the gate instead. The mission system is nice, but with the gate being unlocked with money it ended up as a way to grind money by the end. (Maybe have the gate open by doing X out of Y missions?)

Still, had a ton of fun playing through the demo, and definitely interested to see where this'll go.

(+1)

Thank you for all of this. Have put it into a feedback doc I'll be reading through and considering as I go forward. Not gonna respond to most of your inidividual points because I'd probably put you to sleep with how tedious I'd get, other than:

This level will be level 1, which is why it's so easy.

The package mission especially is a garbage fire and will probably get entirely reworked, because it's basically just the chicken mission but worse.