Thank you so much everyone for playing! All your feedback and surprisingly positive comments are much appreciated.
I want to address your feedback here and mention the people who left it, so they see my reply. Don't feel left out if I didn't mention you :)
@blake-mullin @mimusangel @goldenevolution @martta @mvasko2 The navigation/GPS arrow seems to be a very common point in your feedback, and we will look at improving it. I currently have two different ideas for doing so, also thanks to your suggestions: 1. Point straight in the direction of the destination 2. Instead have an arrow or line on the ground in front of the car, pointing in the right direction on the street
@almightyzentaco @martta @mvasko2 Furthermore, the lack of sound is obviously quite noticeable and unfortunate. We'll also see whether we get a chance to add it with a post-jam release :) We'd have loved to have added some sounds & music, but we really struggled getting our main functionality to work in time, and that was higher priority. Making additional (sub-)levels was unfortunately not one of the things we could have saved a lot of time on, since they were quite quick to make once we had the map set up.
@martta @drunk-wizard I'm really glad you liked the driving. Implementing that certainly took a lot of our time. It took 3 of us a collective 1.5 days or so to properly get it working after repeatedly scrapping it completely and looking at other possibilities and examples. After switching to just a AddForce-based approach, we ended up back at the Unity wheel colliders and finally got them to work, after a lot of failed attempts. While it does seem to be decent now, we'd probably want to tune it some more in the future as well.
@mimusangel @goldenevolution @wang-tianliang The way boxes are spawned, falling out of the truck, is a known issue and it's definitely something I'd like to fix. The boxes should all start in the truck, positioned reliably, so you have a fair chance each time.
@nephelias @cloudlunar Finally: more mechanics, variety, and levels would of course be great to have, and we'll also perhaps try to get at least a bit of that into our post-jam release(s). Additional mechanics could include the mentioned NPCs, a time limit, other types of transportable items with quirks, different driving environments in different levels, and of course much more. We had incredibly little time left to make the levels, so I'm glad it was enjoyed at all. A similar game which @evgeniya-zapolnova and their team have created is quite a good example of additional mechanics, which I found to be a nice touch.
I hope I addressed all your feedback and am looking forward to possibly get more feedback from you guys for post-jam releases.
:slight_smile: