I couldn't get it to work for some reason :/
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Late for Work's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #7 | 2.923 | 2.923 |
Gameplay | #13 | 3.231 | 3.231 |
Overall | #16 | 2.962 | 2.962 |
Sounds | #18 | 3.077 | 3.077 |
Art | #32 | 2.615 | 2.615 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Kooky
Software used
Construct 2
Bosca Ceoil
Bfxr
LabChirp
Paint.NET
Cookies eaten
Zero!
Comments
Thank you very much! :) That's great to hear!
Yeah, haha, the collisions are indeed very wonky. It bothered me that I couldn't figure them out in time. I had some other things to get done so that the game didn't seem terribly unfinished, and unfortunately I didn't manage to get the physics quite sorted out! That's definitely a top priority; I think it's probably the most obvious issue. I have like six reminders to myself on this game's to-do list regarding the game's physics collisions, haha. I'll see what I can do. :)
I really like this game!
maybye a little bit buggy with the collisions :)
Really a cool concept. Sometimes it felt a little laggy. But overall a really nice submission!
This was fascinating. I think my car was breaking down because I was very slow near the middle of the map. Perhaps I shouldn't run into so many things.
"Fascinating"--that's high praise indeed! Thank you!
Sorry about your car! Yes, it's definitely a possibility that it was breaking down. Crashing into things does indeed reduce the car's performance! Then again, it's possible it have been some lag, too.
As the end of the game jam development time drew near, I was like, "Oh wait, I should probably try to reward good driving". I considered adding a damage meter, but I already had two bars already on the screen, and didn't want to overcomplicate things. So instead of making the car take damage and then eventually explode, I made the player car become a little slower the more damage it takes. However, since I was running out of time to finetune how much damage it should be allowed to take, and since every player is different, I decided to make it so that it never completely runs out of speed; it just loses part of what speed it has remaining.
Right now, the tiny smoke particles are the only indication of how much damage you've taken (unless you're into viewing hidden debug info), but once there are a lot of them, it's hard to really notice enough change in their quantity for it to mean anything useful. I could definitely think about adding some other kind of damage indicator!
Wow, it was fun to play! Driving somewhat in style of GTA1-2 games.
Like that you implemented bots for civilians and police, very nice to play. Game has feeling of danger and ability to evade it, and that makes gameplay interesting!
Thank you very much, that's fantastic feedback to hear! :)
I love what you said about the feeling of danger and ability to evade it. That's what I was hoping would come across! I just hoped I could pull it off. I'll continue trying to finetune things; I definitely didn't get everything quite the way I wanted it.
Thanks again!
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