Crashout by leenoi

[raw]
made by leenoi for Ludum Dare 59 (COMPO)

It is a busy, sunny day in Crashville and you are but a simple Traffic Light Operator. The embedded here doesn't seem to work but you can also play the game in your browser at itch.io :) Screenshot 2026-04-20 011920.png

Ratings

Given 5🗳️ 5🗨️

Feedback

Carrerino
Apr 20th · 13:00 UTC
Fantastic game! I like it so much! It's very fun and chill. Thanks! I will continue to play it :smile:
IndigoWolf
Apr 20th · 13:02 UTC
Simple but enjoyable. Those ambulances really don't stop for anything. Definitely something that could be expanded into a bigger game, ideal for mobile devices. Great job!
Pimeko
Apr 20th · 13:39 UTC
Not sure to be ready to be a traffic light yet... I liked the crash effect and it's well fitting the theme!
thunderklaus
Apr 20th · 13:56 UTC
Nice game overall!
LDJam user 428646
Apr 20th · 14:29 UTC
This is pretty cool! If you want some feedback, I guess I'd say that the traffic lights just don't feel responsive enough. It could have something to do with the fact that I still haven't slept since yesterday, but it feels really difficult to time it correctly when the cars are moving so fast. That's definitely just my sleep deprived reaction time though haha, but good job!
BoltDaPikachu234
Apr 21st · 11:57 UTC
really like how it looks, its a little confusing at first but quickly can get used to
LDJam user 395656
Apr 22nd · 02:38 UTC
Neat little game! easy to understand, but still difficult enough to be engaging. Nice work!
acd
Apr 23rd · 07:28 UTC
very interesting to play, love the graphics!
Random-storykeeper
Apr 23rd · 07:43 UTC
I'm glad to come across a game that approached the theme in a similar way to what my team did. I saw the traffic light on the thumbnail on the front page and was instantly curious. Overall, I like the structuring of the levels around days and gradually introducing newer gameplay/balancing mechanics and other elements. It was really well done especially given the compo timeframe. I love the way the traffic light in the menu responds when you hit Play.

I wish the game also mentioned that arrow keys were also valid controls in addition to WASD. I'm glad that there's dual support regardless.

## Fun
At first, I found myself spamming the WASD keys to keep the lights red, but I like that the first day is very open to allow the player to get used to the controls before introducing the warning of the power usage. I found myself being quite on edge while playing, so I do think the gameplay was generally engaging in that sense, and it helped that it was easy to understand how to play and focus more on having to play well.

Was there a limit to the power usage? I didn't quite understand it as the game would show the total amount of times the lights were used and that accumulated through levels. The way the tutorial presented it made it seem like there was a power bank limit, but there was no UI showing what that limit was.

## Innovation
I think the general presentation of the game is memorable enough, like there's a distinct enough style with the recorded audio.

## Theme
As far as being direct to the theme, this is a game about controlling traffic signals, and I think it executes that well.

## Graphics
The colour palette is cohesive, and I like the design of the roads and cars. I like the freehand drawn lines on the traffic lights. The cars have a nice little animation as they drive.

## Audio
It sounded like the menu music was a live-recorded acoustic guitar, which I really enjoyed. I kind of wish there was in-game music, or at least some ambience like sfx for the cars driving on the road to fill the empty space left when there are no other actions occurring. It did sound like there was some sort of hum while there was supposedly no audio during gameplay, which was a little strange.

The crash sound felt a bit like a plastic bag being crinkled. Is that what it is? I struggled with coming up with a good crash sound effect and tried using a plastic bag and heavily processing it, but I couldn't get it to sound right.

I did only get up to day 3 and was having some trouble with timing those traffic lights for the ambulance - I might come back to this entry later to try it again. Personally, I think the siren sounds could be panned in the direction that the ambulance would be approaching from, since that sound appears to be the cue before the ambulance approaches - at least for the left and right directions. I even think with some dynamic changes, you could possibly imply top and bottom cues. In addition to the sfx, it would be nice to have some visual cues of where the ambulance will appear at the same time as the sfx plays - maybe some of the lights of the ambulance appearing on the side it's approaching briefly before it drives through.

## Humor
Were the ambulance sounds your voice simulating a siren? I really like that; it's very funny. I did laugh out loud when I first heard the siren.

## Mood
Things do feel a bit ominous without music during the gameplay. I guess if you really wanted to enhance the mood, some ambience could have been nice here, like road sounds. But I think for what was done in the timeframe, the mood is cohesive enough and no element of the game felt overly distracting or at odds with the other elements.