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Highway Havoc's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #4 | 4.333 | 4.333 |
Overall | #6 | 4.083 | 4.083 |
Audio | #10 | 3.889 | 3.889 |
Gameplay/Design | #13 | 4.111 | 4.111 |
Graphics | #20 | 4.000 | 4.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Anything but music. I'd especially like opinions on general gameplay, player feedback, and any ideas you have for additional gameplay modes or features.
What did you update?
Less jittery camera
Less obnoxious ground color, with a texture
Faster and more reliable cars
Timer to give a sense of urgency
Highway mode increases speed
More persistent road (not infinite, but very large)
Road is now an obstacle
More juice
Better UI
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Comments
I love this weird mechanic at the center of this game! Very fun and interesting. UI, presentation, and game feel are all really smooth. I find myself wanting a bigger variety of obstacles, so I would HAVE to use the highway move in certain spots. Like others, I thought it would be better if you were blocked by your own road like in snake. It would be very cool if the landscape required the highway move in certain places too and required you to make bridges that wove above and below each other. Very cool game!
This game represents a good game in comparison with... (some others...)
Game is very fun, although I would recommend decreasing the number of obstacles.
Great game!
Would suggest lowering the refresh rate of the highway move, because I ended up using it nearly half of the time. Maybe also don't let you drop passangers if your above ground.
Other than that, I like it!
Great game!
Some of these pilots seriously need their license revoked... But seriously this game is super fun! Very well executed concept. Once I got the hang of it, it did seem quite easy though. Would like how it would affect the game to be blocked by your own roads, or have to travel over them with highways, so the more you clutter up the map with awkward routes, the harder it becomes.
Thanks for the feedback :) The gameplay definitely is too easy, I've been playing around with pickups and plotting out ideas for a few different game play mode possibilities to try and improve the difficulty. That being said, you do get blocked by your road if you aren't careful - collisions with the highway support beams or the underside of the road count just like another obstacle. I could play with the entire road becoming an obstacle, though would need a good way to signal that to the player (and personally I like that you can drive through an existing road to make a jump).
Game is very fun, although I would recommend decreasing the number of obstacles.
Road is now an obstacle. Decrease the road!
I remember playing this game for the GMTK23 jam and wow you have improved it so much well done! The general feel to the game is just a lot more polished now especially with the road improvements and the addition of the timer. Unfortunately the game was lagging a lot, but not during the tutorial, so it must be to do with all of the houses and planes in the level. It could also be because I played the browser version. Perhaps if you also experience lag then try to cut back on so many things going on in the level, but if not then I will just blame my laptop :) Great job though I can see the work you've put into this since GMTK, please keep working on this game it is a great concept! :)
Thank you so much :)
I think the majority of the performance issues are coming from rendering the longer road. I just pushed up a new build that splits the road into several meshes instead of 1 giant one which should see a significant performance boost. Would you mind giving this version a try?
That sounds good, I'll give it a try now :)
It is a lot more playable now, before I couldn't really do anything once the tutorial had ended. There was still a little bit of lag especially after a minute or two, but noticeably better well done :) Keep working on it!
Wonderful! Yeah it's definitely not perfect, but now we're only updating 2 small chunks of the mesh per frame instead the entire mesh, and I can properly cull sections that are off-screen. Likely it's still slowing down when most or all of the meshes are on-screen, so that'll be some proper mesh optimization on top of the chunking.
I think it's a really great start, let me know if you update it further :)