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(+1)

I understand your point about the ramps, but I don't agree it's the best solution for the game I'm making. I like how ramps take up road space and prevent bridges from having a direct path. It's a decent idea, and I had a similar thought myself, so I might experiment with it after the jam. I am worried it will change the game too much, though it might be for the better.

My idea was that not showing the direction would be a good challenge, forcing players to plan their solution ahead of time. For example, if you just make sure all the loops go clockwise, it's easy to keep track. After the jam, I'll have to add something to help people remember the directions, and also add an indicator for bad paths that don't link to anything.

Thank you for the feedback, I really appreciate it!

(1 edit)

The ramps taking road space wasn't the problem I was referring - they should take space, of course :)

I was referring to the interface controls: Currently the player uses the mouse wheel to cycle between drawing road->ramp (up?)->bridge->ramp(down?)->road again. Maybe that might've been worked on, and streamlined a bit?