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my high score is 2702!

I see on the cover 3 types different entities types? What others were supposed to be?

Almost no one tries to go to the top left corner

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I hate such situations. They just ignore the second exit if they "decided" that they wait for first

No one goes right... Why?


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Definitely want to see updates. One not obvious thing that ghosts (they don't have physical body and can go through walls) can't go through another spawner

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Fun. It would be nice to see which exit the ghosts are pathing to.

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Thanks for playing and for the feedback! :D

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This is pretty nice. I got 2780 after a few attempts.

I liked the interpretation of the theme, and the ghost movement.

I wished there was an audio and/or visual cue when new entrances/exits were added.

Wow I think that’s a new high score! My friend got to 2671 and I got to 2431, well done! And yeah sound effects were next on the todo list, adding one when entrances are added is a very good idea, thanks!

oh cool, reminds me of mini metro

Thanks! It was definitely an inspiration, I like it a lot ^^

This is very fun! :D Had a little bug with the AI deciding to stop on a road at random but honestly, they tend to figure it out. The solution that mentions showing blocked exits is a shout!

Thank you! Yeah I thought I fixed it but sometimes they still get confused when deleting paths. As a workaround deleting and adding them back in should make them think again, but adding some feedback regarding which paths are full would be really nice.

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Very fun game, but also quite frustrating. The AI gets stuck for apparently no reason whatsoever (not an issue of road throughput nor exit throughput, they just decide to stand around for no reason and pile up).

It would be nice to see the actual reason the ghosts are stuck, for example the exit showing it’s overloaded or whatever the reason is. It’s a bit annoying when the ghosts stand right next to the exit and block everything.

But I like the soundtrack and overall the polish is lovely.

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Thank you so much for playing! Yeah, I though I fixed that but apparently not so. This can happen when creating or deleting roads so they try to go to another end. A workaround is to delete and add the paths they are in. Apart from fixing the actual bug, the suggestion to show that the exit is overloaded is a very good one, thanks!