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jaogwal

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A member registered Apr 27, 2024 · View creator page →

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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)

Thank you for playing an d commenting. Stay tuned for future developments.

Great job with the update that addressed all the common concerns from the comments. Great game. Stellar acting. Yeah, even the new trainer ;)

The new Mac version still crashes after showing the Godot logo.

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.

Amazing stuff. Can't wait to play more.

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.

The voice that says the directions I need to press is not the easiest to understand but this is a solid concept. Fun art too!

This was a fun play and an original concept. Good game.

This is definitely going in the right direction. I hope you finish this. I look forward to properly playing this.

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.

Thanks for playing and commenting. Both suggestions (about click confirmation and end game report) are very good suggestions and could be "easily" implemented. I'll definitely try to add them in the next revision. Thanks again.

I made it!

This was a fun little adventure. Some things didn't work the first time and then did work when I tried them again the same way. I suspect it has to do with selecting Return when the voice hadn't ended.

Needs turning controls on keyboard.

Question as a dev who likes generative stuff: What takes so long generating the world?

Thanks for reporting. The game uses the Unity Accessibility Plugin to communicate with your computer's TTS. That plugin hasn't been serviced in a few years so I'm afraid it will eventually stop being a viable option :(
If I may, what OS and TTS are you using?

Thanks! I entered the world of accessibility from the angle of cognitive conditions so one-button and non-verbal are my favorite hills to die on XD

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.

Liked the music. Liked the idea. The levels pass without really knowing how well or poorly I'm doing (poorly, I was doing poorly). In level 2 the "you cleared the level" voice clip played multiple times overlapping each other. Trippy but also loud and confusing.

Solid concept. There could have been some form of "you're moving" sound, probably also keyed to what lane you're running even if just by stereo panning it a bit. 

Another classic. It could be a bit faster. Maybe set to rhythm.

This was really cryptic when playing in sighted mode. Once I enabled VoiceOver, it all made sense with the spoken instructions. It's a good fun game. Nice job.

Excellent game! Great concept and execution. Love the fact that I can skip back to where I was since there's no Save Game. Not super comfortable with the choose target mechanics but this is not the kind of game I normally play, so I'll chalk that one up as a me problem, not a game problem.

Oh, I'm all for death as a teacher XD

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.

Fun! It feel a bit more hectic than I imagine sub fights go but that only makes it more fun. I'm making most of my kills at point blank range, which seems kind of wrong but I'll take my victories wherever they come from.

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.

Fun! I wish there was more variety in target times. I kept getting only 10 or 20 seconds. It could be randomized. Other than that, it's a very simple and effective creation. I love not knowing if I'm playing against bots or humans (100% bots at this hour XD)

Thanks again for commenting. This is definitely a strategy, risk and resource management game. I do hope to expand on the idea so stay tuned.

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.

This is just pure unadulterated joy. Even lost and clueless lugging a full load of waste is a pleasure.

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. :)

As for the game itself, although I'm normally terrible at that type of game, I enjoyed trying until I reached the limit of my abilities.

All the Mac screen resolutions are that same aspect ratio (because Apple). After some fiddling, it snapped into a size that looks correct (with lines that fit the words) and now it defaults to it every time I run it (because Apple). If the game is so sensitive to screen ratio (only 20% of screens are 16:9), you can ask Unity to force that ratio on every screen (it letterboxes it). Thanks for responding. Good game :)

That's on 15.1.1 with no large font size accessibility settings


There's a screenshot. It's a fullscreen at the standard 1521x982 resolution on a MacBook