Play game
Traffic Loops's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1770 | 3.455 | 3.455 |
| Artwork | #1834 | 3.659 | 3.659 |
| Creativity | #1873 | 3.750 | 3.750 |
| Narrative | #2797 | 2.591 | 2.591 |
| Audio | #2836 | 3.000 | 3.000 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The goal is to direct cars in traffic flowing loops.
(Optional) Please credit all assets you've used
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
Nilssius
Leave a comment
Log in with itch.io to leave a comment.
Comments
The game has been updated since the game jam version to address the complaints and suggestions. So a lot of the comments may no longer be relevant.
It should feel a lot easier and intuitive!
love this!
Awesome! Art reminds me of that mini metro or mini motorways, really enjoyable game well done!
Check out my game for a high speed antigravity racer!
Brilliant game! I love it that it comes with it's own level editor though your levels are very well designed as well.
Please, rate also my teammate's first solo project "Eversands": https://itch.io/jam/gmtk-2025/rate/3781063
This game looks so cool from the screenshots but Windows forcibly deletes it as soon as i download. Bloody hate Windows!! Giving you a fabulous rating in solidarity.
the gameplay is amazing! i enjoyed it alot i still don't understand how can one make that many levels in such a short time! you truely are amazing!
I'm surprised that new made that many level and even a level editor???! This is alrady a full game release, not even a concept. Very enjoyable, great work.
First, the art style caught me; I love minimalist stuff, then the gameplay!
Great job !
Unfortunately Windows immediately flags it as a virus and doesn't let me download it :(
I don't know how I can change that...
Please consider playing and rating my game :)
You're right to be cautious, thanks for bringing it up. What you're seeing is the standard Windows "Unknown Publisher" warning. This appears for a lot of jam games because the app isn't signed with an expensive security certificate, which isn't feasible for a free project.
The game runs on the love2D engine, a popular and trustworthy framework for 2D games. It isn't a virus. Itch.io also scans all uploads for malware.
I completely understand if you'd prefer not to run it, but if you're comfortable, you can get past the warning by clicking "More info" and then "Run anyway."
No it's unfortunately not this one, this one I ignore all the time :D
I can't even download it, i don't know, if it is a Chrome thing?
Oh, that's unfortunate. Shame you can't play my game because of something silly like that.
Like you said, it's probably something like chrome overreacting when downloading zip files. I've heard that some extension or settings can cause this issue. You can try using edge, but honestly if it's too much trouble it's okay to give up as there are so many other games to try out during this jam that won't have this issue.
Thanks for telling me, really understandable issue that's not your fault
I tried it with Edge too, same problem. maybe some windows defender options, but I don't know what's safe to change or not. Had the same problem with some other games...
Screenshots look so fun though, reminds me of Mini Metro/Motorways, I loved them both.
Super great and polished game! Love the amount of content you managed to pack into just 4 days of development. As Icefish Software mentioned it definitely has Mini Motorways vibes.
Wow this definitely seems like one of those game jam games that becomes a popular steam game later down the line. It reminds me of "mini motorways" a lot. I love the ambition and I would say you pulled it off with flying colours.
Though a game made in 96h is always going to have some rough edges. If you plan on working on this more I have some feedback:
1) Changing between road types needs to be smoother. Building a bridge is a bit clunky since it requires 9 inputs:5 mouse drags and 3 button clicks (Drag road, space, Drag ramp, Space, Drag Bridge, Space, Drag Ramp, Space, Drag Road). There's a few ways to go about this, you could make it automatic, ditch the ramp type entirely and just allow roads and bridges to connect, or maybe "click+scroll" can just change the height of the road. Either way I think 9 inputs for 1 bridge is far too much.

2) Remove the "directional roads" mechanic. I'm not sure there's any reason the player would want to place the roads the wrong way around, so just make every road bidirectional. For example in the image below it's not immediately clear what is wrong and why the game says the loops are incomplete when they are clearly complete. What's worse is that finding the problem requires deleting every piece and putting it back to see if it's the one that's backwards. The graphics give no indication which way the roads are facing.
3) Lastly I would probably make the "erase" just erase tiles of all types. Since if I want to rethink a section it's a bit tedious to delete every type one at a time.
With all this negative feedback I don't want to give the impression that the game is bad, I actually think it's one of the best games in the jam.
I've been thinking about all the points you just made. People have been pointing them out to some capacity.
Really fun puzzle game, and by really fun I mean I put 5 hours into it lol. At least 3 and a half of those were on Traffic Lights, which I did manage to get (exactly), but it was inconsistent and would work once, but then not the second time. I'm really curious if you have your solution on hand so I could compare; I feel like I must have been missing something with this level. Fantastic job though, I got sucked super deep into this game. There's the obvious comparison with MiniMotorways, but I think beyond the theme and aesthetic, they play like very different games.
The 3 star scores were based on my score, and then I lowered it to make it easier and to account for some variability in the simulation since it fluctuates a tiny bit. I really should have taken screenshot, but I can tell you it was very different from your solution!
Thanks for sharing a screenshot and your review, it's very interesting seeing other people's solutions! I suddenly feeling like trying this level again and sharing what I come up with :)
Sorry it took so long, but here is one of my solutions. I really need to rework the scoring and requirements by testing a lot more. I didn't mean to make it so hard!
I didn't explain it anywhere, but currently, the scoring is based on how many times cars pass through their own nodes. So if cars slow down a lot because of merging with other busy roads or taking sharp turns, it adds up, reducing the score significantly. Avoiding sharp 90-degree turns is a lot easier said than done, especially with the current ramp mechanics and limited space.
Definitely not a perfect system, but I feel like it worked given the time constraints. I really tried to limit the scope of the game, and even though I had many other ideas, I stuck to my initial plan as long as it worked in practice.
Thanks again for sharing your experience with the game, really appreciate it!
Really appreciate the reply, would have gone crazy not seeing a clean solution; now I'm sitting here like "Why didn't I think of that..." I think I convinced myself that splitting them all into their own tracks was going to be slower due to longer reroutes but clearly not. I think the systems are good; there's some learning and some tinkering, but I was able to get a pretty good understanding even without any direction from the game. Like for this level at first glance, one big ring through all the nodes looks like the fastest solution -- it's obviously not and I assume that's because the cars are slowing down the ones behind them as they spawn through nodes. This isn't a knock though, it's actually a good thing; I'm able to figure out the systems through gameplay instead of explicit guidance. Now obviously there's a balance to be had between the two, and that could be found through iteration, but even the presence of that dynamic is laudable, especially in such a short time frame. It's only because I got so obsessed with this game and that I like it so much that I've noticed some of the hidden, unexplained things (seemingly cars don't have to go through every node of their color, just return to the starting node) that both frustrated and intrigued me. The more I thought about it, the more this feels like Poly Bridge than MiniMotorways. I can beat a level with endless tweaking and optimizing, but sometimes you need to step back, scrap a whole idea, and start fresh, and that is very, very, very cool. Anyway, thanks for making the game and sharing it, if it's not clear from my rambling, it's awesome and I love it.
I like it, but I'd like some visual feedback as to the direction the cars are going to go, as I can't remember which direction I've just drawn. And the control to change from road/ramp/bridge needs to be somewhere other than the scroll wheel, as I keep scrolling past the option I want. I really like the mechanic it's just a little frustrating currently to draw the lines.
Yeah, I personally prefer using the space-bar to the mouse wheel. You can also press the mouse wheel button instead of scrolling if you still want mouse controls. If you can't remember the controls they are in the help pop-up (top right in-game) or in the main menu.
I thought not showing the direction added to the puzzle and planning, but enough people have suggested adding direction indicators that I'll add it. An easy trick to remember is to keep the loops all flowing clockwise.
Thanks for the feedback!
Ah hadn't noticed space did it too. That's a lot easier.
You made me think of ways to make the wheel easier for most people. Maybe just make it work more like a flick so that you can't overshoot. Thanks for making me think about it, I'll put it on the list of things to try :)
Really fun puzzle game!
Really cool puzzle game! Had some difficulties at first to understand correctly the commands and the possibilities, but when that "clicked", it was flawless! Had fun trying to do a perfect score :)
And you even had time to make a level editor? Hat off!
Super cool game. I like that you use LOVE2D. I have fond memories of that framework.
Good puzzle game, makes one think.
It would be great if we could see the road directions. Which would also eliminate the need to have 2 ramp objects (I assume we switch between ramp up->bridge->ramp down), and instead, "imply" that the road is going up/down. You can also have the same effect by using the mouse wheel to adjust the road level...
Cheers!
Also, kudos on having a level editor, especially in a jam game :)
I understand your point about the ramps, but I don't agree it's the best solution for the game I'm making. I like how ramps take up road space and prevent bridges from having a direct path. It's a decent idea, and I had a similar thought myself, so I might experiment with it after the jam. I am worried it will change the game too much, though it might be for the better.
My idea was that not showing the direction would be a good challenge, forcing players to plan their solution ahead of time. For example, if you just make sure all the loops go clockwise, it's easy to keep track. After the jam, I'll have to add something to help people remember the directions, and also add an indicator for bad paths that don't link to anything.
Thank you for the feedback, I really appreciate it!
The ramps taking road space wasn't the problem I was referring - they should take space, of course :)
I was referring to the interface controls: Currently the player uses the mouse wheel to cycle between drawing road->ramp (up?)->bridge->ramp(down?)->road again. Maybe that might've been worked on, and streamlined a bit?
I'll check out your game later, looks cool! The screenshots are giving me Portal vibes
This is a pretty clean game and when I saw that there was a level editor I couldn't believe that you managed to build one in such a short time. The sound effect of placing roads was a nice touch too. I don't know if I missed it somewhere, but I couldn't figure out how to delete bridges and ramps which meant I often restarted instead which was a bit annoying (but might just be my fault)
Right click or right click drag to delete paths of the type currently selected. There is a help section in the main menu, and in the top right of the levels there is a help icon for easy access to the same information, so you don't have to go all the way back to the main menu if you forget something.
I wanted to give the players more control when deleting things, that's why it only deletes the same type. I'm already thinking of different ideas to solve this issue, and I'll probably implement most of them like a toggle to enter a delete mode where you can clear anything like in the level builder, and maybe people would find an undo button more intuitive.
Don't worry, you're not the only one who got confused by that! I got too focused on clearing clutter (you can tell if you look at the settings) that I hid the controls in the help section which nobody actually reads. I think I need to come up with an interactive tutorial after the game jam, as well as implement the other ideas.
The placing sound was made using standard cards and some audacity effects, very happy with that sound.
Thank you for playing!
Ohhh. I understand now, I thought I could delete roads and only roads but that makes sense. Also, something I forgot to mention is the way that you rotate through from road->ramp->bridge->ramp->road was a really nice touch
Pretty cool one