Vroom Vroom Kaboom by profan
Have you ever wanted to program a fleet of taxis turn by turn, intersection by intersection as if each individual driver in your fleet was a brainless automaton who needs extremely detailed instructions?
... NO?
Well, do I have the thing for you!
Enjoy this game where you write instructions for each individual taxi as you try to get all of them to reach their destinations without losing any of your fleet, and don't worry, if you fail once, you can easily adjust and restart!
(with thanks and apologies to Zachtronics for the inspiration from Opus Magnum and his previous games, and to my friend @Jalict for his tweet which sent my inspiration flying)
NOTE: The HTML5 version is buggy, the UI may become unresponsive and the one particle effect in the game doesn't work there, so if you can, please download the game instead (also right-click to pan around instead of middle in web version, if you do get stuck sometimes you can press ESC and use arrow keys + enter/space to go back to level select and back into game to fix it)
Contact: * Twitter: _profan * Email: profan@prfn.se
Credits: * profan - programming, art, level design, game design * jammybread - menu art, level design
Controls/Instructions: (you'll find this same information in-game in the menu as well)
- press esc or the top right X in a scene to go back to menu
- hold middle mouse/right click and drag to pan around the map (right click on web target due to workaround)
- mouse scrollwheel to zoom in/out
- write the characters seen on left hand side in instruction window at bottom to give instructions to taxis
Ratings
| Overall | 225th | 3.788⭐ | 42🧑⚖️ |
| Fun | 173th | 3.775⭐ | 42🧑⚖️ |
| Innovation | 81th | 3.925⭐ | 42🧑⚖️ |
| Theme | 372th | 3.663⭐ | 42🧑⚖️ |
| Graphics | 796th | 3.075⭐ | 42🧑⚖️ |
| Humor | 724th | 2.615⭐ | 15🧑⚖️ |
| Mood | 854th | 2.906⭐ | 34🧑⚖️ |
| Given | 57🗳️ | 45🗨️ |
Also the choice of instructions syntax is interesting. I think that one could find a more conveniently placed triplet of characters than "<", ">" and "^" (such as "W", "A", "D", for example), but on the other hand, typing in something like ">>^<>^" does feel more "programmer-ey".
Overall I really enjoyed this game and will probably come back to play more.
(the syntax was originally not intended to exist, but it was supposed to be based around drag and drop and images of the instructions you could rearrange, but alas.. time)
Thanks for your feedback! :D
Great work.
A few little things: The green numbers are a little hard to distinguish, they could use a little more contrast.
And the zoom is a little off, it is very hard to control. Maybe add some WASD to move the view as well.
All in all great work!
Just one sugestion: make it clear where the front of the car is.
In a certain way, it is similar to my game (I had to plan trafic and turns to make my game)
Great job!
Indeed, that does need to be sorted somehow cause even I was having problems distinguishing at times ^^
Thanks!
Glad to hear more would be nice :D
It would actually be interesting to have some sort of international chart over what keys might be problematic in what countries.. but remapping is definitely optimal, if keyboard input has to be the way.
Thanks! :D
@Krassenstein @honest-dan absolutely, work on a level editor is underway so will be making more levels for the post-jam times :)
Other than that it's a great game, one of the best I've played this LD actually! If you are planning to make a full game out of it I think you should add more variety though, I liked level design (last one seemed so simple at first but it actually required some thinking) but there isn't that much you can do with just junctions and turns.
Not to mention, as you can see in the UI, you have an interface element showing how many taxis are still alive, so the introduction of levels where you can not have all your taxis survive but must reach a certain % at the minimum is another thing. We'll see in time!
Thanks for playing and the feedback!(the direction thing is clearly a problem, so when I do put out a post-jam build, hopefully it'll be clearer already!) :D
I didn't play a lot of levels yet, because a bug in the web version forces me to reload the page after every time I tried to move the map around - after moving the map, I can't click anywhere else (it doesn't react to clicks anywhere outside the map), so I can't input any instructions and have to reload the page.
Does anyone else have this problem, too?
Maybe there could be another way of inputing the instructions, but I got used to it.
Amazing job overall!
One very noticeable one is the lack of background music, feedback noises (like passed an intersection with no further instruction -- it's sort of noticeable with the step marker...), or and sound effect for car crashes.
Another is that you have to zoom in a fair bit to see what direction the car is going (need to see yellow and red dots). It would be simple to add an arrow to the car art so we can see which way that car is going.
Also, the little dashed squares (destinations) sometimes confuse me as to the car number when I am glancing back and forth because they are sometimes right around the car and very close to the little black squares. White and green dashes/text are a little hard to see as well since they blend in with the road edges/markings or the grass respectively (insufficient contrast).
P.S.
There's also some UI weirdness regarding tabs and backspaces and if you hit escape you can't click on the buttons. The UI pulldown for copy, paste, select, etc is more a PITA than it's worth. Regular keyboard shortcuts work fine. You can't click play while the stupid pulldown is visible and closing it is non-intuitive. Sometimes when you press backspace to delete a step it instead pulls the selection back to the car number every time which makes it hard to delete multiple steps.
Using W,A,S,D or UP,LEFT,RIGHT,DOWN with some simply square images w/arrows to show in the box would be much more intuitive and less irritating to type out. Even S(traight),L(eft),R(right) would be preferable.
P.P.S.
It would be nice if it kept your solutions while you go on to further steps in case you want to go back and refine them. Tangential to that some scoring would be nice, perhaps for number steps AND timing.
Indeed the issue of destinations is something that has been thought about as well (and was clearly an issue even during development but decided to delay adressing it to postjam as the deadline quickly rampaged closer)!
I'd definitely be interested in what you mentioned of the UI weirdness (also it should be noted, I completely didn't even realise there was the UI pulldown for copy/paste/select! ... but apparently Godot supplies that too for the text editing fields, nice catch) (.. also, you played the desktop version, I assume?)
I'm definitely going to aim for a logographic approach to the instructions + some kind of drag/drop approach + keyboard shortcuts for creating them.
Saving solutions (and scoreboards for both number of steps and timing) is also in the plans!
Thanks! (oh and contact me on whatever medium you desire if you have the time and energy later and i'll look into the UI stuff specifically :D)
It was a lot of fun coming up with and optimizing solutions and the levels had a nice difficulty progression.
The ^, < and > keys made sense in a way but they are not as friendly to type as A, S and D or Q, W and E for example. I would have mapped the ASD or QWE keys to <>^ for easier typing. It would have made for a better user experience.
Destinations could also have been visually presented by using colours. So different taxis would have had different colours and the same colour for the destination.
Overall, super fun game and awesome job!
I'd prefer 'L', 'R', 'F' keys as well, so no need to hold shift.
Here is my playthrough, first three levels:
https://youtu.be/OcEATBX6nNY
<>^<<<<><! :smile: