cool! 100/10
Play game
NEET RoadTrip's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #2 | 4.400 | 4.400 |
Overall | #3 | 4.100 | 4.100 |
Fun | #4 | 3.600 | 3.600 |
Creativity | #4 | 4.400 | 4.400 |
Fetish Factor | #8 | 4.000 | 4.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- I love riding in the car with my neet girlfriend
- The art is wonderful and the roadtrip angle is solid but I felt the events to be overly repetitive to a point of tedium. But I feel with more events thrown in, a bit more spit and polish on the end of day minigames and I feel like it would be a solid experience.
- It's peak!? I think you have a winning formula here, I only wish there was more content. I liked the funny bank man.
Comments
This game is amazing. I love the concept, the interactions with the characters are top notch, and the art is very cute. My only gripes are the limited event interactions while driving, and the minigames. I think they're a bit slow, but I did have fun with them the first couple times, especially the car one. I really hope you continue development after the jam cause I'd love to see where this game goes.
This game's good! I like the art & artstyle, and I think Ellie's written fairly well for the limited selection of dialogue. The game does strike me as decidedly unfinished for a few reasons: it has no ending, it doesn't really have an intimacy climax with Ellie (either physical or emotional), and the very limited set of events definitely keeps things repetitive. Repetition isn't necessarily a problem for me, but the gameplay elements make it into one.
Both minigames are overlong. The driving one is fairly uncompelling. Knowing that it has an end almost makes it preferable to the shmup from a gameplay standpoint, but it's still a slog because it just takes forever without being that engaging. The shmup is impressive given that this is RPG Maker, but I think it's a poor fit for the game as designed. The tiny size of the player's shots is also a bit obnoxious sometimes, as combined with the very fast movement speed it's difficult to get hits on enemies. I think this shmup could be reworked to function much better, without requiring too much work to be done:
First, make it like two minutes long or something. It needs an ending. Payout should be rebalanced accordingly. Second, probably make the enemy pattern static (assuming it isn't already?) so that it's a game of mastery more than of reaction. Third, make the bullet hitbox bigger - same frequency & amount of shots, though, I'd imagine performance is a limiting factor in adding more. Fourth, make it so the player isn't damaged by enemies exiting the screen. The major thing to accomplish with these is making a game that is difficult to "100%," but not too hard to do decently at. I think it'd work much better as a short 'enemy rush' score attack that's difficult to fully stay on top of, where the expectation is for a new or less skilled player to simply not kill everything and just focus on surviving. I think this could work adequately by reusing all the elements you already have, you'd just need to arrange them differently. High skill play should be about understanding enemy locations and weaving quickly between killing them, while also dodging the shots returned to the player; as is, high skill play is just... seeing how long you can endure a repetitive gameplay loop that sometimes presents a challenge. I'm not shmup aficionado, but I love ZeroRanger and I think getting a high score in its first level is a great reference point: it's a couple minutes long but has a lot of potential for mastery which makes it rewarding. ZeroRanger is a high bar of course, and I don't expect this single minigame to be anywhere close to its quality or depth, but I think you could do a lot better than in this jam version without spending a ton of time! That said, like... don't do this if you're not actively interested >w> you don't owe anyone a rework. And even if you do rework this minigame, feel free to dismiss my idea, nothing's sacred about it!
Um. Yeah obviously that's where most of my thoughts lie, but again this was a good game overall! I liked it when I wasn't replaying the minigames ^w^; even the first time for both was okay, the shmup more than the driving one.
Absolute banger! The gameplay loop is pretty engaging and I liked the mini-games quite a bit.
Also, Ellie's precious. I enjoyed her interactions a lot!
But as cute as she is, we all know MoneyBoy is best girl.
Fetish content aside it's genuinely a really fun game! the dialogue is cute and well written, and the minigames are good, I personally preferred the shoot'em up but that might just be preference, and I did see you mention adding more to it and I think it would make a noticeable improvement. But for the fetish content, it's really well done! the art is wonderful! and the progression is nice and steady. I did see that you had planned to add more stages and I do hope you continue development after the jam to add those stages! Maybe also to option to buy that cosplay outfit for Ellie?
Very pleasant and easy gameplay loop, got her to weight 100 rather fast, and I am not sure how much dialogue I may end up missing for that. I feel like the minigames would benefit from a score counter so you can track how well you're doing.
I understand there isn't much variety in the events and dialogue due to this being a game-jam project, so that's somet I know will be expanded upon later. Beyond that, it's an incredibly solid game with an equally endearing concept and I hope it goes far :D
I like the idea of this one a lot! Though unfortunately I think the limitations of being a gamejam game hurt it for me, as the events got repetitive really fast, and the money making minigame take a big chunk of time for surprisingly low amounts of money, making the whole thing feel like it drags on for a tad too long. All of these are fixable issues though, and I would love to see a version of this that goes more in-depth because it's very promising!
Okay I really love this. The art is super cute, and I love the oregon trail/management stuff. The one thing I'm having issues with are the hitboxes in the minigames. The car in the 'pick up money' game only has a hitbox in the middle of the car, which makes it really hard to tell what gaps you can fit in and what's gonna hit you or not. And in the witch shmup, the 'boss' has a hitbox way smaller than their sprite, I was shooting them in the head and chest and it was passing right through. On another note, I'd like it if the minigames got fleshed out a bit more in the future, like adding powerups and bombs and stuff to the shmup. It'd be nice if you made a bit more money from them, too.
The hitboxes are a product of rpg maker, I didn't get around to looking into changing them unfortunately. Though I likely will keep the car hitbox small to give players more maneuverability.
The shmup is definitely planned to get more content, power ups and more enemy types are planned.
Thanks for playing and thank you for the feedback!
Leave a comment
Log in with itch.io to leave a comment.