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An excellent game that fits the theme perfectly! I really liked your interpretation of it, and I’d say it captures the essence of “The Long Way Home” beautifully.

The art, despite being simple, is fantastic. I especially liked the dynamic lighting, which, combined with the nighttime setting, gives the game a lot of charm. It really captures the feeling of driving through the night, particularly thanks to the way you designed the environment and obstacles.

It would be great to see a bit more variety along the long route, at least in terms of what we see in the environment. I don’t think you’d even need to add new obstacles; I feel like a few small environmental details would be enough. Maybe random events happening along the roadside, like someone hitchhiking or a broken-down car? It could even be a great opportunity to include some Easter eggs!

A fuel indicator would also be a great addition, along with indicators showing how far you’ve traveled versus how much distance remains, as well as your vehicle’s health. These are all important pieces of information that players need to make the best decisions.

Your devlog is also fantastic! I really liked how well-organized and informative it is. I also appreciate that you took the time to share your thoughts after playing other games from this jam, which undoubtedly made your overall experience much more valuable.

Congratulations on the project, and best of luck in the jam!

(+1)

Thank you so much for the thoughtful feedback! Really glad the lighting and atmosphere landed for you. That was one of the things I spent a lot of time experimenting with, so it’s been cool seeing how many people connected with it.

I completely agree about the environmental variety. I think I was so focused on keeping the scope manageable that I underestimated how much a few small roadside details could do for the experience. The hitchhiker and broken-down car ideas are great examples. They wouldn’t necessarily need to affect gameplay to make the world feel more alive.

And you’re absolutely right about the HUD. You’re actually the second person today to mention that information, and it’s been a recurring theme throughout the feedback. Especially since the whole game revolves around making informed decisions about fuel and damage!

Really appreciate you taking the time to read the devlog too! Best of luck on the jam.