I wish I had a controller with me, but I think one potential solution for keyboard steering is to gradually increases the turning speed over time? I don't know if this will work for this game, but it made mine feel a little bit better.
Zircon332
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Don't mind me playing on the final hour :P
Love the aesthetic, and funny that you had two kinds of loops. I like the side arrow showing you where to go, I fell off the loop once and was saved with the arrows telling me where to go next. And thank you for adding invincibility during the start of the track, there's not enough room for all of us at the starting line.
The car lines are also neat, especially when I'm feeling bold and ahead, I can still slightly react to it, though I think it could still be be longer to punish being ahead less. The steering is really sensitive, but I got used to it by tapping instead of holding.
Overall I can feel a lot of effort and polish put into this, especially with the variety of levels. I had a lot of fun. Great job!
I do have a serious question, what came over you to add baby park into this game 🤣
Thanks for playing! I love seeing different takes from the same concept.
I agree that polishing is more important. We dedicated only two days for implementing mechanics. Anything that don't make it by then are cut out. The last two days were just playtesting and polishing, there were so many issues that we wouldn't have solved otherwise. There's a lot of interesting design problems and it was cool seeing how others tackled them.
We did plan and try out a few other mechanics, and of course with other vehicles. They ended up not promising enough for us to include, so we just improved what we had. But now that the jam is over, we're already in the process of adding a new vehicle along with new mechanics :)
This was really fun! The map gets so full so quick without realizing it. The best I got was 15.
Love the speed and feel of the game. Would love a quick tutorial before the game starts because I hate reading, but it was pretty intuitive to play.
I love the ability pickups to incentivize going out of the way, and being able to change the terrain with bombs. Would love to see more types of maps. I wish I thought of that during this jam. Well done!
Thanks for playing!
When a building is halfway full, the music gets uncomfortable, but I agree that some sort of visual indication would be nice, like a global clock that displays the highest demand 🤔
I didn't think driving offscreen would be any good since you lose all vision and can respawn instantly if it was unintentional, but I wouldn't be shocked if people abused it.
Thanks for playing!
We started out with just driving in a loop from point A and point B, and were looking up existing references for solving our design problems.
We ended up taking a lot of inspiration from Mini Motorways, but I may be slightly biased since it's one of my favourite games of all time.
Wait... I'm confused 😂 Only the player collides with other cars, looped cars don't collide with each other. Either it's the 1 second invulnerable frames, or there was desync bug causing looped cars to overlap.
Going offscreen was intentionally unfixed due to priorities, but I am just now realizing that it could be cheesed. I'll have to add it on the next patch.
Thanks for the feedback!
We really wanted more vehicles but just didn't have the time to add them.
Adding physical obstacles would be cool too but a wrong destination already behaved as a wall, so we couldn't justify just slapping another one.
There's definitely more to expand here but will need more planning and playtesting.
Really fun game! We had a similar concept except without the platforming.
The art and music are really nice. I love how the player can jump between the windows and the platforming controls feel just right.
My only nitpick is with the level designs, sometimes scalable windows are missing the scale icon, and there's no indicator to how far I can scale.
From playing, I see that you guys faced a lot of the same challenges we faced. Knowing how difficult it is to get everything working, you guys did really well. Would love to see what you guys cook up from here :)
Thanks for playing! Not only did we take inspiration from Windowkill, we only persisted through the technical challenges because we knew it was possible.
Looking from the image, something is definitely wrong. They shouldn't overlap. We tested on dual monitor, but maybe the high resolution or scale might be affecting it. Will have to test it out some time tonight.
Really impressed that you got it to work on browsers. The thought of this concept on a browser game never even occurred to me.
The buzzing didn't really affect my experience. The art and music are really nice, and there's a lot of charm I can feel put into the game. The only part that I struggled with was when I had to move my screen around to move the big platform.











