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(+2)

This had a cool concept written all over it. Love the perspective and the archaic take on the open world framework. I really enjoyed the driving music, and am curious if the idea spawned from trying to make an engine sound and hearing a beat out of it, or if the intention was always to play on the concept of an engine starting up.

Unfortunately, I struggled to figure out what to do in this game. I seemingly got locked in the first conversation because I wasn't able to select the dialogue choice. Assuming the random floating objects are collectibles, none of them were showing up in the pause menu. I wasn't sure if there was more to do beside drive around, grab random objects, and avoid the cops. I DID end up stumbling upon a graffiti zone right before I stopped playing, but while tagging I ended up trapped inside of the building that I was spraying.

While the final product may have been a bit unfinished, the mascot and visual premise makes me want to see more from this game, and it's clear a cool idea was hatched here. It also just feels so appropriate for the time period and the hardware, so great job there!

(2 edits) (+2)

Thanks for your kind feedback! And yeah, there was a lot of content that didn’t make it in quite yet before the submission period ended, hence our lore-rebrand to “long lost tech demo” haha. Unfortunately, the UI and some of the settings also broke during a git merge error in the last 5 minutes of the jam, but you should still be able to progress dialogue with Enter! Just not with a gamepad.

Oh one last thing! Just wanted to clarify that while there are a few “Big Tag” locations that are static, you can otherwise tag whatever surface you want.