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(+2)

Somewhat atmospheric. I think I get the mood that the developer was trying for. The screen that displays the story flashes by way to quick (I'm a fast reader and didn't even make it past the first couple of lines). I got to the point where my objective was "check the vehicle" and didn't quite understand what the game wanted of me (Do I get out? Drive back to the starting area?). Some prompts letting the player know what to press would be super helpful as well. Ended up driving off the end of the world trying to figure out what to do, which I'm pretty sure isn't the objective. Probably all issues that can be resolved with a time limit outside of an intensive two week jam.

Thanks a lot for playing and sharing your feedback! Really glad you felt the atmosphere—that was the main goal for the prototype.


About the issues you mentioned:


The story text running too fast is noted—I’ll make sure it’s slowed down or player-controlled in the updated build.


This was just an early prototype, so the main story cutscenes, finalized models, and polish are still in development.


The control panel actually was made, but I forgot to activate it while building—so it accidentally got left out of the main game. That should fix the problem of unclear objectives and missing prompts in the future.


And yep, the boundaries/world limits will be refined so players don’t end up driving off into the void.



Your comments really help, and I’ll make sure the final version feels smoother and more guided. Happy you liked the core mood of it! 😊