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A jam entry

A-Taco-Lypse DrivingView game page »

For LOWREZJAM
Submitted by LikeTheRogue (@LikeTheRogue) with 32 seconds before the deadline

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Visit A-Taco-Lypse Driving's game page

Results

CriteriaRankScore*Raw score
Audio#743.2503.250
Authenticity (Use of 64x64 limit)#844.3334.333
Overall#903.4793.479
Enjoyment#1023.0003.000
Graphics#1033.3333.333

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Neat idea! I included it in my LowRezJam compilation, if you’d like to take a look :)

Developer

Hey, thanks for playing! This was my first completed game so it's pretty rough around the edges. Hopefully my next game will be a little more intuitive! 

I'm happy to see somebody else did a driving game (completely different from mine).

I got confused by the "recipes" in the instructions, so I just drove around hitting stuff.

(+1)

Honestly not bad for your first game. Controls are smooth, it makes the game enjoyable. I'm just not sure what items I was supposed to hit (beside avoiding the other truck :p ).

Developer

Thanks for playing! The biggest hurdles for me were to focus on the essential mechanics and transfer those ideas from my head into practice. As a novice programmer those issues were also compounded with me stumbling around in the dark when trying to code (at least for the beginning!) There are definitely things that I know need work but this was a good project for me to cut my teeth on. Onto the next game! 


As for the objective, I'd originally had a matching mechanic but that felt a little frustratingly constrained in a 64x64 canvas when RNG would give a string of one type of food. To try and work around that I tweaked the matching mechanics a little so that instead, the customers on the right will display the food they DON'T want,leaving you open with two other options. I still stand by that mechanic but I think the thing I'd definitely change is how those rules are communicated. I wanted to focus on an intuitive type of learning through gameplay and visuals but that fell short in a few places. If we're still allowed to adjust I'm probably going to put a giant red X on customer food so it's a liiiiitle more obvious. 

That still sound complicated, especially when you have little to no time to explain the mechanics to the player. I would have stick to the matching mechanic. (but that's just my beginner advice ofc :p)

(+1)

psychedelic graphics and concept. well done.

Developer(+1)

Thanks so much for playing! I had a great graphic designer and musician to work with, so I'm glad I was able to tie all of our efforts together into a (hopefully) cohesive product.