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(+2)

oohh I absolutely love this!! It's such a silly idea and executed very well!

The visuals are absolute top notch, I love the Earthbound-style battle backgrounds and the designs of the various trash/dirt creatures that you encounter. Everything is extremely well drawn and pleasant to look at. I also love how every creature has its own Undertale-style attack pattern that you can learn how to respond to. The music and sound design is also excellent!!

I think my biggest nitpick is that the timer going offscreen during battles feels a bit weird, because makes it a little unclear what's happening when you take damage or touch green (I thought I had an invisible health meter at first). It feels like information that *should* be available during the battle. The way you can see the bottoms of the numbers changing looks more like a glitch than something intentional.

I also found the green pickups to be a little inconsistent, something I felt like I touched them but they just go through me, and it's not clear why it sometimes works and sometimes doesn't. Also the arrow buttons for rotating the car seem to be going the opposite way to how my brain expects them to be.

Overall this game is extremely well made!! Excellent work!!

(2 edits) (+1)

Thank you thank you. The Visual and Sound folks (lilchokedout and Virginia Leo, respectively) were on absolute demon time this jam. It was an immense pleasure to work with them. Pijinguy did fantastic design work writing up the attack patterns though the final implementation was me.

The timer going offscreen was a point of discussion within our team. It was an early decision I made to maximize the screen space during the player actions for future enemy movement patterns, but I decided to keep it offscreen for other secondary effects. The main inspiration was Balatro. I wanted to add some more noise with the decision to collect bonuses or play it safe. The reason it peeks out was intended to stress the player out some more. (Ack! My timer is still running down!) Hidden trackable information isn't everyone's taste, and I should probably have committed harder one direction or another rather than the middle ground with the timer shake there is now.

Yeah the projectile collision is janky. The primitive used there is just a rectangular sprite, so when they're rotated and not axis aligned, the collision can get noisy.

The arrow buttons spin from the perspective of the car moving and not the player (imagine the car on a microwave dish and the arrows spinning the dish) The code got messy enough that when I tried changing it to spin from the player pov, it didn't work, so alas it was another victim of the time crunch (along with more enemy movement patterns 😭😭😭