Thanks for playing and for your feedback! I'm hoping to update it to improve the speed a bit when I get some time to work on it again
tatahizo
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Thanks for the feedback, I really appreciate it!
It's a good point that the turn signs and arrows are most interchangeable. I added the turn signs later in the development when I wanted to design levels where the player could cross the same place again but with a different result. That did mean they weren't really needed at all in the earlier levels though. It's interesting to hear that you found it more engaging with just those though, I might consider removing the arrows in that case!
The trial and error style wasn't quite what I was aiming for, so it would be good to address that too. I was thinking of having a button to demo the vehicle movement for a level, to see how it would play out without the risk of crashing into anything. I didn't manage to get round to that unfortunately, but it's something I could add if I update the game after the jam!
Thanks for letting me know about the UI scale issue too, I only ran it with a 1920x1080 viewport so didn't find that myself. I must have not set the scaling settings properly, so will look into that!
Thanks for playing, and for your feedback! I appreciate you taking the time to give such a detailed review.
I originally wanted to make the tutorial more interactive, introducing the different instructions across a number of levels and with an animation of each one in action. In the end there wasn't time for that but I wanted to at least have something in place, I agree though that it could definitely be improved over the current wall of text! I think that would help clear up confusion over the different instructions that you encountered as well.
The speed has come up a few times and is something I'd like to address once the jam is over!
My idea for the second puzzle was as an introduction to the "wait" command, the truck was intended to stop by itself and the player was meant to work around it with those. I used a sprite of a garbage truck as I thought that would give some indication as to why it was stopping, an animation of people getting out could have been a nice touch though!
The UI buttons could certainly have been a bit bigger, I was trying to balance the size to have readability while also not hiding too much of the game screen itself. Maybe I'll try to adjust the layout, adding the UI to a panel so it isn't covering the map itself. I thought the positioning of the buttons would be enough to give a feeling of the intended flow to the player, but adjusting the relative sizes is something I'll consider too!
A falling over animation for the cyclist would have been good, but I'd already spent a fair amount of time making the sprite and the cycling/idle animations. As a solo dev, I had to balance it with the actual implementation of the mechanics and level creation, so adding more animations to the cyclist wasn't as high on the priority list as making sure there was something to play, but it's definitely something I'll consider adding if I update this more in the future!
Thanks again for all your feedback!
Thank you for playing, and thanks for the feedback!
I tried to avoid that by moving buildings further away from the roads, haha, but that wasn't possible in every map. This was my first time working with an isometric tilemap, so I wasn't exactly sure how to get the layering to work properly between the tilemap and other objects. It's something I want to look into more and try to fix though!
I really like the design of this. The Z/X pedalling definitely gives a cycling feel and it's a nice level of challenge handling both that and steering at the same time.
The pedal view at the bottom was a nice touch, adding an input guide (maybe a Z and X that alternately light up) might help make it even clearer and help out the player if they get muddled about which key to push next.
Very entertaining, the sound effects were great and the movement felt smooth. Congrats on the submission!
A couple of points that could possibly be improved. The sudden change of direction and camera movement when hitting a stream sniper was a bit jarring and it was difficult to predict what would happen with the cars as they came at you so quickly.
This is a fun bullet hell game and love the art style! Impressed by the range of enemies and attack styles you managed to implement in the time frame too.
One suggestion would be to maybe have an option to return to the shop after failing a level to reselect any upgrades in case you want to try something different.
Thank you for playing, and thanks for the feedback!
The speed control was something I wanted to add originally, but it caused some slight difference in the way the vehicles moved. At the time the source of the issue wasn't immediately obvious, so I decided to remove the feature instead to keep the consistency. From the feedback, I think it would have been better to keep it instead since the issues it introduced were only in a couple specific cases and the chances are people wouldn't have encountered them anway.
Thanks for the suggestion too, a high score (or low score?) for number of instructions for each level would've been good!
Thanks for playing, and I appreciate the feedback! The speed-up button was something I originally included but there was an issue with the implementation which meant the level behaved slightly differently at some points at different speeds. I took it out because I didn't want people to get frustrated that speeding it up led to something that should have worked to suddenly not work.. but it seems like the speed itself has been a bigger issue, so perhaps I should have left it in!
Thanks for playing and for the feedback!
I did originally include a speed up button that increase the game's timescale, but after using it on a couple of the levels there seemed to be some situations where it would cause a solution that worked at the normal speed to fail. At the time, I looked through the code and couldn't find anything obvious that was timescale dependant and opted to remove it to stop the different behaviour. In hindsight, it may have been better just to keep the option since it was only in one or two places and the speed when retrying seems to have been a bigger frustration!