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Nice original idea! I love the open endlessness of the levels too. 

My favorite level was "fill the hole", and I felt so cool and clever, and I also thought it was funny, when I let cars just pile up in there to fill it up.


I like the art style too, and something about cars and cars just piling up, and then those big brick things just absolutely exploding is hilarious to me. I also found it incredibly fun to clear paths by just knocking stuff over with cars.


While I like the idea, and found this very fun to play, the controls were a bit funky. I know this may have been difficult for the game jam, but I would have loved to be able to reverse the triggers. I instinctively think that the right trigger will pull the magnet down, but it doesn't. On top of that, sometime while carrying something, the magnet seemed to get stuck, and I'd have to hold the button before it ever started moving, and then the magnet would somehow get stuck under the level, and I'd have to swing the little thing around to get it out.


I also wish there was an indicator that the magnet was on (just for game juice feels), but more importantly specifically *what* was attached to the magnet. A simple color tint or effect would be really good, sometimes I would not know what was attached until after I started flailing around.


I like the out of control cars that just keep coming, and thought it was a fun part of the level to figure out how to clear them out for the new cars.


You did a really good job with this one!

Thanks for reviewing so thoroughly. It's great as a developer to hear when someone likes your work. I'd check your game out too, but it doesn't look like you submitted one. If you were part of a team, send me a link to that submission please.

In "Fill the Hole", my favourite tactic is to scooch over to one of those big blocks before the pickup trucks start spawning, very gently pick it up without breaking it, turn it sideways and drop it into the hole. Obviously it doesn't fit, but it smashes when it lands and fills the hole pretty satisfactorily!

Whilst I didn't make the car art, the ground and breakables were all made by me during the jam. The water is just dropped in from an asset pack, I think AxeyWorks low poly kit. I was going to use that lots more to add little details everywhere, but when I tried it just spoiled the simple clean look of the world.

You're so right about the controls. If I were to do any more work on this, I think I'd convert it to VR and just use hands to interact. You'd get better, more intuitive controls, and twice the number of 'cranes' and way more fidelity. 

I went back and forth several times about which way round the triggers should be. Couldn't decide which was more intuitive. It's the way it is currently more by chance than design, to be honest. It's just the way I found it intuitive at the end of the jam. It might have been better to use them for rotate, the sholders for camera control and have an axis free on the right stick for up and down. One thing is certain though - that needs to be an analogue control.

There is a sound effect when the magnet attaches, but that was added totally last minute. Literally the last thing to go in! To be honest, I hadn't even thought about doing things like highlighting the connected item, and when the magnet is on. Definitely would improve it.