Congratz on the great GMTK ranking!!! Very nice improvements on the game's overall quality. The tutorial is also well-made.
My suggestions, if you are planning to work on it more:
Increase the shadow draw distance of the webgl build. I think you need to change the default quality settings.
More reasons to use the elevation change. For example: much longer trains and rivers.
Collectible bonuses (more cars, a time-limited speed increase,...), that are not on the direct path to the objective. This forces the player to constantly make risk-reward decisions.
Thank you so much! I do plan to work at least a bit more on it beyond the base post-jam polish, we'll see how far it goes. Those are all great suggestions. I definitely need to play with quality and want to incorporate that into the settings, the shadows bug me too. I hadn't thought of rivers, but that's an interesting idea that I think I'll explore, I could even put boats on them that act like the trains but more curvy.
I've already begun work on a collectible system. Currently I've only prototyped out 2 collectibles, 1 gives you an extra car and 1 gives you more time, but I'm definitely going to explore more game-changing ones like speed increases or invulnerability. I'm thinking that if nothing else, I want to have an alternative game mode that works similarly to what you suggested where you start with 0 cars and the player has to go out of their way to get cars on their road. From there I've got a few potential ideas:
Each car has it's own destination and delivering that car will give you points or extra time. The timer is shared
Each car has it's own destination and it's own timer - you get more points for delivering a car quickly to it's destination and have to avoid any car getting "stale". Would need a way for the player to switch the GPS between targets (probably want to display distance to target as well)
There is still only 1 destination, and you get more points/time for delivering a lot of cars at once to incentivize picking up and traveling with a large convoy
I like the 3rd the most because it is simple. Number 2 seems to be the most complex and number 1 seems to strike a balance. But take my opinion with a pinch of salt. They are all great interesting ideas.
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Congratz on the great GMTK ranking!!! Very nice improvements on the game's overall quality. The tutorial is also well-made.
My suggestions, if you are planning to work on it more:
Thank you so much! I do plan to work at least a bit more on it beyond the base post-jam polish, we'll see how far it goes. Those are all great suggestions. I definitely need to play with quality and want to incorporate that into the settings, the shadows bug me too. I hadn't thought of rivers, but that's an interesting idea that I think I'll explore, I could even put boats on them that act like the trains but more curvy.
I've already begun work on a collectible system. Currently I've only prototyped out 2 collectibles, 1 gives you an extra car and 1 gives you more time, but I'm definitely going to explore more game-changing ones like speed increases or invulnerability. I'm thinking that if nothing else, I want to have an alternative game mode that works similarly to what you suggested where you start with 0 cars and the player has to go out of their way to get cars on their road. From there I've got a few potential ideas:
I'd be curious to hear your thoughts :)
I like the 3rd the most because it is simple. Number 2 seems to be the most complex and number 1 seems to strike a balance. But take my opinion with a pinch of salt. They are all great interesting ideas.
I am looking forward to the next update. Cheers!
W
very creative yet easy to understand and fun gameplay :D
10/10 the horn in the sound track really sells it!
:)