Wayfinder by Paul Nadan
Play as a sentient GPS device, intent on destroying humanity in any way you can. At the moment, that means making your driver late for everything by taking the longest, slowest route you can find to the destination. Use the arrow keys to send directional commands to the driver, but be careful - they will start to catch on if you keep retracing your steps.
Programmed within 48 hours in python using the pygame library. Art created using paint.net. Music created using MuseScore 3. Sound effects generated using SFXR.
Play as a rogue AI trapped inside a GPS device!

Navigate through procedurally generated maps!

Avoid retracing your steps, or your driver might start to ignore your commands!

You can't fool your driver forever...but how long can you delay the inevitable?

| Itch.io | https://superduperpacman42.itch.io/wayfinder |
| Github | https://github.com/superduperpacman42/Wayfinder |
| Original URL | https://ldjam.com/events/ludum-dare/50/wayfinder |
Ratings
| Overall | 227th | 3.579⭐ | 21🧑⚖️ |
| Fun | 303th | 3.368⭐ | 21🧑⚖️ |
| Innovation | 36th | 4.132⭐ | 21🧑⚖️ |
| Theme | 301th | 3.658⭐ | 21🧑⚖️ |
| Graphics | 354th | 3.316⭐ | 21🧑⚖️ |
| Audio | 339th | 3.083⭐ | 20🧑⚖️ |
| Humor | 83th | 3.684⭐ | 21🧑⚖️ |
| Mood | 330th | 3.194⭐ | 20🧑⚖️ |
| Given | 13🗳️ | 11🗨️ |

First of all, the concept is hilarious, especially the premise of level 7. Great use of the theme.
The graphics and audio are pretty simple but get the job done. Adding on the buttons and UI for the fictional GPS product was a nice touch.
I do think there are some things that could be clearer from a gameplay perspective. First, I was never quite sure what the car was planning on doing, and would sometimes get caught by surprise when it decided to turn and I anticipated it going straight so I could fill in more ground. Some sort of indication of the car's planned movement, and maybe a way to intercept it partway through turning, would have made those moments feel less bad.
Graphically, the cars turning around the corners looked a bit awkward, especially certain directions of U-turns that looked like they turned in the wrong direction.
Finally, the procedural generation was really impressive for Compo. Given that they were generated randomly, the levels were surprisingly varied but the difficulty felt similar for maps of the same level.
Overall nice work for a 48 hour jam!
Well done!
The humor is a highlight especially, the last level concept is great! The levels did also get harder as it seemed the car moves faster, though some new mechanics in later levels can add a lot more to deal with. Very great work on this!
The car turning animation looks a little bit janky, but otherwise the graphics are ok. The music gets a little bit repetitive but it is appropriate and not annoying.
Nice entry overall, cool to try something different.
@jeremy-ryan I think you're right that defaulting to "Continue Straight" instead of "Recalculating" after each turn would be more intuitive, so the car doesn't turn unless you tell it to. Indicating the planned movement is also a good idea; I was initially planning to add a turn signal animation to provide more warning of upcoming turns, but ran out of time to implement. Thanks for the feedback, and nice job getting 154 minutes!
@toppervideogames Yeah, a mini-map would definitely have been helpful, or maybe starting with the level zoomed out all the way before focusing on the car. Thanks for the suggestion!
@zimny11 Sorry the controls weren't super clear! You use the arrow keys to indicate which direction the car should try to move in the world frame, rather than in the car's reference frame. So if the car is driving to the right of the map and you want to make a left turn, you should press the up key. I actually had originally started with the car-relative control scheme, but it was a lot harder to keep track of while playing.