Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Similar to LukasWho, I found it frustratingly hard to get anywhere (couldn't really), and I wasn't sure what I was meant to do.
My guess was to avoid dropping the boxes with reckless driving, while dodging (or hitting?) the red thing in the distance; but I could never get close enough.

I also encountered what I think is a bug where, after playing a few times, I was unable to play anywhere because as soon as I started to drive I would instantly fail.
No box fell off, and the time limit was nowhere near empty - literally just started.


If I may offer meta-feedback, this felt similar to me to your GMTK jam game from last year.
I actually found the mouse chase very hard and frustrating, until I read a comment talking about how quickly it could be finished.
That caused me to figure out that it was "easy", as long as you played optimally for the first few seconds; but, if you missed those first few seconds, it was basically impossible to catch up to the mouse.
I bring this up because in both cases I get the impression that you think the games aren't hard.
I suspect that you, as the developer, are testing these games by playing them in some optimal way that makes you blind to how hard they are for someone who doesn't know how to do that.
Something to keep in mind for future games, perhaps.

Anyway, on the positive side, I think it looked very pretty, and I really liked that I could stack the boxes myself before driving off.
The added layer of "stacking skill" on top of "driving skill" made it more interesting than if you just had to drive with pre-stacked boxes.
I think an easy way to make this game more fun would be to invert the time limit punishment into a speed run reward.
i.e.
Just use boxes falling as the fail condition.
Count *up*, instead of down, and report "best times" on an end screen to encourage the player to try and do it faster next time.
(+1)

For the thing about not knowing what the main objective is, I kinda forgot to add a simple UI panel at the start that would've explained some parts of the game, so I think that should help out with directions.
Not sure why that bug would happen, might have to look into it.
Managing the difficulty is definitely a difficult task for me because when testing I rarely take into account that I know the game so I can play it easily, I should work on testing a bit more. I do quite like the suggestion of reverse timing, that could be something with a reward base(Stars) thing when finishing. Time limit was what came to mind in terms of difficulty and I just didn't think of anything else.

Thank You! I'm glad you liked it visually. This was my first time making my own models in blender so that's where the bulk of my effort went.

I wanted to do more with boxes and loading them, I'll have see what more I could do with that though.