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( 2)

Love this concept.  Level balance would be nice--more houses at the start, additional levels with obstacles or other "challenges", and give a score per level.  I'd really like to know if it is worth it to spend one road to connect loops, for example.  I had a couple levels with cancelled cars but I couldn't tell where they were before the next building phase.
Nighttime is hard to see/build on, as well as the text over the gameplay area.  

Overall, one of the few games from the jam I'm actually going to replay a couple times!  Very satisfying gameplay.

( 1)

I played a second time, this time really looking to min/max the efficiency.  Once I realized the rule for building spawn, the endgame becomes keeping areas clear enough to spawn houses in with the limited 8 destroys.  If there was a better way to know how the score is added round after round, I'd know if it was "worth it" to control spawns at the start with road pieces.  I'm tempted to try this to get a "perfect" town and see what the max score is. :D  Overall its actually a very simple but interesting puzzle concept.  

( 1)

Played a third time and yes, you can make an almost "perfect" town (a grid of buildings every other square)  by seeding the first level with a grid of roads and then uncovering valid spawn points.  Using this method I got this final score:

143/155,  63,506, 10 seconds

Can anyone beat it?

(1 edit)

woah congrats to your dedication! Ive my highest score is like 32k or something, well done! This is giving me motivation to maybe turn this is into a full release with more in depth mechanics