Solid concept. Beautifully made. The physics, however! Running around with individual items is a lot faster than trying to make them fit and stay in the box.
jaogwal
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Thanks for playing and for your kind and pointed comments.
Sound level was normalized (and the monster tutorial line was changed after that)
I agree that we needed a hiding sound both for the action itself and for being hidden (something like a heartbeat, maybe, to remdind you that you're in a hiding/shooting mode)
Expanding this concept will be my main project from now on (after I finish a quick redo of SLIDER). I have two possible paths and I may just split it and do both (an endless runner and a turn based "card" game). Either/both will move away from the one-button control scheme. Stay tuned!
Thanks for playing and commenting. If a track has its most difficult curves at the beginning, it's possible for the autopilot to do a really good job with it on its first try XD. I guess you're playing the latest web build (the one with a visible road) that got the difficulty dialed down way too low. Don't get too comfy with it. It's going back up soon for the next update.
Separate gas and brake pedals are coming soon! Got them already working at home. Also analog controller support to properly throttle them. It's quite simply another game entirely (and a good thing for it). An upload will come soon. Still got some little bugs to iron out with the new audio channels (that you can configure through a proper menu!)
Audio scenery is an option I've been thinking about. I'm not sure it's appropriate for a 30 seconds lap XD. Like how far can you really get from those cows? It would also require a major redo of everything. None of these tracks exists anywhere in the game engine. They are just a couple of formulas. Creating the illusion of driving past a stationary sound source will probably be more complicated than everything done so far.
Thanks for playing and commenting, and stay tuned for major updates soon :)
Thanks for playing and for taking the time to give feedback. That's always a positive!
The one-button non-verbal is a self-imposed limitation that's fun for a minigame kinda thing but yeah, it quickly becomes an obstacle to fun. I do plan to expand on this as a full fledged game with a more complete and flexible interface.
This is after all a strategy game. You can 't make good choices without access to all the info. So yeah. I agree with your feedback. Thanks again.
I wasn't using the dark mode. My first stop in any game is always the settings, even before I play. Was Dark Mode there and I forgot about it? That would be totally on brand for me XD
The changes in Light Mode are a massive improvement. Perfectly readable at rest, and more so when hovering.
The dark mode is also very legible. Not sure how it was before if it was there and you made any changes to it.
Maybe just the changes to hovering would have been enough. I do like stylish screens and I absolutely love thin text (as long as I can read it). It's still all crisp and clean. Thanks for the heads up with the changes.
After having played all the submissions, this is the one I keep coming back to play more just for fun and not to rate. This is a beautiful experience and a fun game.
I wish I could identify the ports when aiming for them. I'm having to memorize the map and I'm not good at it. If they sound different, I'm not hearing it.
The visual aspect is beautiful but hard on aging eyes. The disabled buttons are simply unreadable to me.
But all in all, this is a game I'll keep playing to see how far I can make it. Beautiful, fun, and engaging.
Yay! You finished it. This was a fun play. The volume on the puzzle of the wavy lines is significantly lower than the rest of the game. So I cranked my volume up and when I succeeded everything was yelling at me. There is a problem with the elevator puzzle but the problem is that I wasn't paying attention XD I eventually realized that the buttons on both sides did different things and finished the game. Good stuff. Solid entry.
Thanks for your comments.
You can slow down at any time. Just hold on the brakes and you'll eventually be standing still. To be clear, this is a very bad thing for your lap time XD
The tracks are not super complex. Most have something around 5 major turns, give or take some kinks. The track is always the same throughout the day and a new track is generated each day.
I like the idea of having some environmental sounds that would help the player get their location. That's what most games normally do. But for the record, real life car racing is 100% being stuck in a washing machine! This is something that drivers of many formulas have commented through the years. They love their public but they can't see them and they can't hear them, no matter how excitedly they do stuff to celebrate their going by.
I was planning on adding some track relief instead. Distinctive bumps and thunks that help you remember where you are and what's coming. That's closer to how drivers learn the tracks (besides the giant numbers with the distance to the turn most tracks have)
A grunt and stopping the footsteps would definitely make the situation clearer.
I believe that this kind of fixes are well within what's accepted as modifications after the submission but if you decide to wait until after the voting, that's cool too. I look forward to it.
You have a really good thing going here. I hope this project continues. Tremendo!
Thanks for playing and commenting. All good points.
The TTS voice doesn't run through the game engine mixer so I had to improvise a quick ducking. I can definitely improve on it.
The wind/tires sound does pan with the turns. I guess not enough. That can be easily dialed in. I was being cautious because I have been repeatedly warned of the opposite. My hearing isn't very fine and I tend to overdo those pans. XD
This was a quick and dirty 2-day job and I definitely want to continue to develop it. Stay tuned.
Maybe this will merge with SLATS into a road trip...
Thanks again for all your feedback.
The next step will be a complete redo with a more complete UI that will include some inventory management and all the options that come with it like encumbrance, crafting, etc.
Not sure how to make lore appropriate that a house makes a different sound based on what's in it but I do understand the need you're pointing out. Maybe having different kinds of building like gas stations, farms, houses, factories, warehouses would be more readily identifiable and with a reasonable expectation of different findings for each.
Great atmosphere and stellar voice acting. Not too sure what was happening or what I was meant to do, though.
At times, I kept hearing footsteps but none of the sounds moved around me so I guess I was stuck in a corner. I did wander around a bit, found a puddle of water on the floor, got shocked a couple of times but never managed to progress or even know what I needed to do to progress.
Definitely a space where I want to spend more time but I'd need clearer goals.
Fantastic experience. Really good all around.
I'll second some comments already made. Some way to make the customer repeat the order is an urgent must. Maybe have the customer repeat the order when they get the wrong stuff instead of the wap-wap. I got stuck in the tutorial because I couldn't guess one of the coffees I didn't hear when ordered. And yeah, a way to skip the tutorial.
But the game is just beautifully thought and made. The sound is fun, clear, and helpful. The graphics are sharp and simple and helpful even without my glasses. The whole package is just tidy and fresh. Amazing job.
The tutorial is not quite in its final form yet. That's my voice recorded over my laptop's microphone. A proper VA version is coming soon. That should make it more understandable. And yeah, one-button non-verbal zombie survival can feel a bit like assembling an IKEA parachute in a falling airplane but that's part of the fun. On of the things the one-button does is restart the game ;)
Everybody is playing the same track every day. A new track is generated every day. I haven't played today's track but 25 seconds is generally a very good time.
The voice is (should be) whatever you have your computer's TTS set to. That said, the WebGL build doesn't follow that and does a voice that in my computer is also weirdly high pitched. Try the downloaded version and you should hear your TTS voice of choice.
Thanks for playing and commenting. I'm glad you liked it. Although this is the work of only two days, I've been thinking about this and wanting to make it for the longest time. I'm really pleased with how it came out and I do plan to continue to develop it.