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(+1)

Valet Anyway is a game where you play as a valet driver who has a need for speed (and dough), making some insane moves while collecting some cash before parking your ride. 

The gameplay loop is solid, the car feels good to drive, and the soundtrack makes you want to do all the sickest drifts. The car is absolutely spin-to-win off the get go, I opted for the (third?) accessibility option to keep the camera locked and let the car do all the spinning. The primary loop of parking the car is great, and the secondary loop of collecting the loot and making sick moves enhances the gameplay up a degree. I love the squash and stretch of the car while turning/drifting, reminds me of the old Miniclip days...

Some (hopefully) constructive criticism:

-For the default camera, it might be worth damping. A.K.A have a bit of lag on the camera turning before the car does, and smoothed out a bit. I think? Option 2 does this a bit, but I think having the default option smooth and increasing the damping would go a long way towards making the default mode more playable.

-Personally (so take this with the grain of salt it deserves), I think requiring a base score before parking and allowing the player to park whenever they're ready would play a little smoother than sticking a timer and a parking spot on the player halfway through the gameplay. Maybe start the timer at the beginning of the run and have a time bonus instead for the faster folks?

-A windowed mode would be lovely. Got a little flashbanged with the insta-fullscreen in my web browser XD

Overall great game, great replayability, and a great style with it. Well done!

(+1)

I really really appreciate the in depth feedback, thank you! 
I think you're totally right about the camera. It wasn't till I uploaded a prototype build and someone left a comment that I found out the camera was nausea-inducing, so the accessibility settings were a very last-minute thing. I think what you described for a camera system would work really well, I might upload a build with that in the future.
As for the gameplay structure, I don't think I gave it the thought it deserves, it was basically just an implementation of the first thing I thought of. Having the structure separated out by requiring a base score I think would be a fair improvement.
And apologies for the flashbang!