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(2 edits)

Not bad. The concept is fun but the execution could be improved.

For me the biggest issue is the controls being unresponsive. I get that's part of the game, but even games that have "janky controls" as a mechanic try to be as accurate as possible to the player inputs. I hope I don't sound too harsh if I point out some issues that I had.

For example, I struggled a lot with changing gear (I was often forced to go in reverse). The area to grab the gear lever is too small and requires the cursor to be in a very specific position. And when moving the lever it kept snapping into the wrong positions. Also the steering wheel is too close to the lower side of the screen, so I often accidentally switched to the cockpit view while trying to steer. One solution may be to increase the area where the mouse clicks are registered (it doesn't have to be 1:1 with the visible model, you can keep expanding it until it starts overlapping with other clickable areas) or to map some actions like switching view to other buttons.

Apart from these technicalities I really enjoyed the game (I played until I reached the end). I liked that the map was visible only in the cockpit and I really liked the music selection.

(+1)

I knew that was one of the main issues, however I spent the time trying to fix some errors with the car controller (which I couldn't do 100%) and the map. I made so many mistakes on how I managed the time that I barely could put something playable together before the deadline. The model and actual colliders are things I plan to fix once the jam is over. I know it can be frustrating because I always have to remember you can't rely on what you see.
Thank you for your words.