I wasn't using the dark mode. My first stop in any game is always the settings, even before I play. Was Dark Mode there and I forgot about it? That would be totally on brand for me XD
The changes in Light Mode are a massive improvement. Perfectly readable at rest, and more so when hovering.
The dark mode is also very legible. Not sure how it was before if it was there and you made any changes to it.
Maybe just the changes to hovering would have been enough. I do like stylish screens and I absolutely love thin text (as long as I can read it). It's still all crisp and clean. Thanks for the heads up with the changes.
jaogwal
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After having played all the submissions, this is the one I keep coming back to play more just for fun and not to rate. This is a beautiful experience and a fun game.
I wish I could identify the ports when aiming for them. I'm having to memorize the map and I'm not good at it. If they sound different, I'm not hearing it.
The visual aspect is beautiful but hard on aging eyes. The disabled buttons are simply unreadable to me.
But all in all, this is a game I'll keep playing to see how far I can make it. Beautiful, fun, and engaging.
Yay! You finished it. This was a fun play. The volume on the puzzle of the wavy lines is significantly lower than the rest of the game. So I cranked my volume up and when I succeeded everything was yelling at me. There is a problem with the elevator puzzle but the problem is that I wasn't paying attention XD I eventually realized that the buttons on both sides did different things and finished the game. Good stuff. Solid entry.
Thanks for your comments.
You can slow down at any time. Just hold on the brakes and you'll eventually be standing still. To be clear, this is a very bad thing for your lap time XD
The tracks are not super complex. Most have something around 5 major turns, give or take some kinks. The track is always the same throughout the day and a new track is generated each day.
I like the idea of having some environmental sounds that would help the player get their location. That's what most games normally do. But for the record, real life car racing is 100% being stuck in a washing machine! This is something that drivers of many formulas have commented through the years. They love their public but they can't see them and they can't hear them, no matter how excitedly they do stuff to celebrate their going by.
I was planning on adding some track relief instead. Distinctive bumps and thunks that help you remember where you are and what's coming. That's closer to how drivers learn the tracks (besides the giant numbers with the distance to the turn most tracks have)
A grunt and stopping the footsteps would definitely make the situation clearer.
I believe that this kind of fixes are well within what's accepted as modifications after the submission but if you decide to wait until after the voting, that's cool too. I look forward to it.
You have a really good thing going here. I hope this project continues. Tremendo!
Thanks for playing and commenting. All good points.
The TTS voice doesn't run through the game engine mixer so I had to improvise a quick ducking. I can definitely improve on it.
The wind/tires sound does pan with the turns. I guess not enough. That can be easily dialed in. I was being cautious because I have been repeatedly warned of the opposite. My hearing isn't very fine and I tend to overdo those pans. XD
This was a quick and dirty 2-day job and I definitely want to continue to develop it. Stay tuned.
Maybe this will merge with SLATS into a road trip...
Thanks again for all your feedback.
The next step will be a complete redo with a more complete UI that will include some inventory management and all the options that come with it like encumbrance, crafting, etc.
Not sure how to make lore appropriate that a house makes a different sound based on what's in it but I do understand the need you're pointing out. Maybe having different kinds of building like gas stations, farms, houses, factories, warehouses would be more readily identifiable and with a reasonable expectation of different findings for each.
Great atmosphere and stellar voice acting. Not too sure what was happening or what I was meant to do, though.
At times, I kept hearing footsteps but none of the sounds moved around me so I guess I was stuck in a corner. I did wander around a bit, found a puddle of water on the floor, got shocked a couple of times but never managed to progress or even know what I needed to do to progress.
Definitely a space where I want to spend more time but I'd need clearer goals.
Fantastic experience. Really good all around.
I'll second some comments already made. Some way to make the customer repeat the order is an urgent must. Maybe have the customer repeat the order when they get the wrong stuff instead of the wap-wap. I got stuck in the tutorial because I couldn't guess one of the coffees I didn't hear when ordered. And yeah, a way to skip the tutorial.
But the game is just beautifully thought and made. The sound is fun, clear, and helpful. The graphics are sharp and simple and helpful even without my glasses. The whole package is just tidy and fresh. Amazing job.
The tutorial is not quite in its final form yet. That's my voice recorded over my laptop's microphone. A proper VA version is coming soon. That should make it more understandable. And yeah, one-button non-verbal zombie survival can feel a bit like assembling an IKEA parachute in a falling airplane but that's part of the fun. On of the things the one-button does is restart the game ;)
Everybody is playing the same track every day. A new track is generated every day. I haven't played today's track but 25 seconds is generally a very good time.
The voice is (should be) whatever you have your computer's TTS set to. That said, the WebGL build doesn't follow that and does a voice that in my computer is also weirdly high pitched. Try the downloaded version and you should hear your TTS voice of choice.
Thanks for playing and commenting. I'm glad you liked it. Although this is the work of only two days, I've been thinking about this and wanting to make it for the longest time. I'm really pleased with how it came out and I do plan to continue to develop it.
Then it was definitely bots XD
I completely missed the obvious detail that you need the times voiced. I've been using uap (Unity Accessibility Plugin) fairly successfully. I don't even bother with the GUI aspect of it. I just use their Speak function to say out loud text strings. It works flawlessly for desktop builds. For WebGL builds it uses a voice that's not what I have setup in my TTS. Not sure what exactly I'm missing there. But it does say the lines anyways.
I definitely need a Twinkle Twinkle Little Star puzzle to match my level of musical prowess.
This is a very creative and very challenging game.
As a suggestion to adjust difficulty, maybe give the option to limit the actions. Like no pitch reversals, or no order reversals. A segment sequence only could be an easier way to get started before progressing to more dimensions and challenges.
I hope you continue to develop this. It's a solid concept.
Classic!. A couple of suggestions. Give a sound that tells you you're next to a hazard so you can avoid it instead of just getting killed when you stumble into it. Which wouldn't be so bad if it weren't for a long restart cycle. Surprise death is ok when you just respawn and retry. Not so much when it ends the game and you have to go through the welcome screens again.
Thanks for commenting! This was a last minute 2 day project so yeah, lots of nice details that could be added but weren't. I do want to make a road version of this with car upgrades and all that. That will definitely have more UI polish.
Ideally, this would be played with a controller that has an analog trigger so you have a lot more control over acceleration and braking. Alas, it seems like a lot of people don't play with a gamepad on their computers. At least not the casual players that this kind of games attract. I kind of decided that press to brake gave more control but once I have some form of UI, there's no reason to let the player decide one way or the other.
Thanks for playing and commenting.
Hunger, thirst, searching and all modes shouldn't overlap. In theory. I do have a bit of a timing issue where you're hearing a sound cue of a state that's ended and causes the problem you mention. I have found a way to solve that and it should be fixed for the next build.
There's a problem at the end of the game where the game sometimes doesn't give the sound cue and pause that mark the game over. So you're unknowingly clicking to restart the game. I plan to fix that with... solutions... that I will find... soon.
Additionally, the soundscape will have some clear landmarks that will signal both the time and distance remaining. So that confusion that won't happen because solutions, would also be impossible as you'd know the difference between start and end of the road. And yeah, sound cues should be a lot better than me saying *gasp* XD
Now about knowing how much of each resource you have, that was the original intention. I'm a compulsive inventory checker in all games. That said, I'm loving the idea of this being a one-button game and the resources are so few that they should be possible to track in the mind (except that I clearly can't). I'm still thinking about this one.
Glad to hear you had fun and some laughs. Still plenty of room and time for improvements so stay tuned. Thanks again. :)