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(+1)

You've got a good start here, and I enjoyed reading your dev log. Keeping yourself on a short leash in terms of scope is one of the hardest things to nail in a gamejam, but you did it.

I managed to get home on my first try without hitting anything. The controls are tight and it feels good to steer. I didn't feel like I had enough time to choose which route to take, it comes at you at the exact same speed as every other obstacle, and its difficxult to read both options in time, and I ended up just randomly picking one more times than not. I'd consider adding a couple seconds warning icon to tell you when a junction is approaching, to give the player time to make an informed decision.

On a similar note, the fuel guage not appearing until you are running low on fuel seems a curious decision - it means I can't make an informed choice on my direction as I have no idea how much fuel I have left. I didn't run out of fuel when I played, but if I had chosen the longer route before the fuel guage warning appeared, that would have felt unfair. So maybe just show it all the time? Just things to consider.

The single straight road is a little tedious, it would be nice to implement some curves in a future iteration, or just a bit more visual variety - maybe some other cars sharing the road that drive at different speeds, some you overtake, some overtaking you?

The engine sound droning continuously is not very nice, it could do with either music or just make the engine quieter, maybe. 

The visuals are basic but that's fine for now, i can easily imagine this with better sprites for the various things you already put in, and I appreciate that getting the mechanics feeling good first without fancy visuals is the best decision you can make when starting out a new project.

Good work overall!

Thanks for the detailed feedback. This is really helpful.

The junction timing is definitely fair. I wanted a longer approach/selection window with clearer feedback before the choice locked in, but that was one of the things I didn’t get fully finished before the deadline.

The fuel gauge point is especially useful because it was actually supposed to appear again when approaching route choices, specifically so you could compare your remaining range against the two routes. If that wasn’t happening reliably, then that’s something I missed.

I agree on the road variety and audio too. Curves, traffic, roadside scenery, and a better soundscape would go a long way toward breaking up the straight-road repetition.

Really glad the handling and core decision-making worked for you, though. Thanks for taking the time to write all this. And for reading the devlog!