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Wi-Fi Riders's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music | #341 | 2.708 | 3.667 |
| Fun | #466 | 2.462 | 3.333 |
| Sound | #471 | 2.216 | 3.000 |
| Overall | #506 | 2.462 | 3.333 |
| Mechanics | #562 | 2.216 | 3.000 |
| Story | #566 | 1.600 | 2.167 |
| Theme | #568 | 2.339 | 3.167 |
| Aesthetics | #609 | 2.216 | 3.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
3
Did you use any existing assets? If so, list them below.
Models and SFX from Kenney, Music from Kevin MacLeod, Texture from Ambient CG
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Comments
That's a nice game! took me a few tries to get the hang of the controls, but that's expected.. Love that you have a dash option!
If I could give some suggestions for improvement, I would say to have a way to see through the buildings, like an X ray sort of thing, and also calibrate the delivery time to be a bit more forgiving at the beginning... I was rushed through the avenues like a madman to be able to deliver and still got game overs, haha
Overall that was super cool that you guys managed to put this up together!
Nice game. I had my problems with the controls and wished for a controller input here. but it was fun and the integration with the theme was interesting.
Hello @vendolis, thanks for playing the game and for leaving feedback!
Although the menus require mouse interaction, I'm pretty sure there is controller support for the gameplay portion. Give it a try!
I failed on my first try delivering 8 packages but that was mainly because I was trying to understand the gameplay and the mechanics. It's nice that I can deliver packages from certain houses to another house. However, the movement just feels clunky for me like I'm playing a Tomb Raider game from a PS1 emulator with the way the movement works.
Why do I need to spin around to move left and right? And why do I move forward when the character is looking at something?
I replayed the game again and I was successful, delivering 13 packages. That congratulations screen looks beautiful.
Anyway, having a battery system I feel is another challenge the player has to face because of the fact that this game is timed and I have to deliver 10 packages in 3 minutes, I believe? I think that should be for a separate mode not a part of one mission.
Also, I can see the delivery points on my 2nd playthrough well before I even collect the packages from one of the houses.
it's a pretty neat delivery game, although improvements could me made for navigation. A highlight would really help when the player's position is obscured behind a building, and charging areas could be made more clear. All in all, it's a short but sweet experience.
Noooo I had to declare banruptcy!
This is a lot of fun, and the boost has that limited instant transmission feel which made it feel really good to use.
I had a hard time figuring out what the charging fields were at first; I think they need to increase your recovery a little bit more because it feels like I'm going to be punished for using the fun mechanic. If it makes the task more trivial, decrease the time each round is to make up for it and try to add some obstacles to make the player be more selective about boost spamming down lanes. Hope to see you polish it more!