In this game, the PC is run over by a car that veers onto the sidewalk and killed—and then regains consciousness in the body of the last passer-by they looked at. They loop through the events surrounding their death, trying to manipulate their environment so that everything aligns in such a way that the car doesn’t hit them. It is essentially what in board-gaming circles we would call a programming game, where you’re queuing up a set of actions for each participant that will then execute the next time through the loop.
As far as I’m concerned this is a fantastic premise, and I love the unusual elements of the gameplay structure, too. The writing also serves the concept well; it’s pithy and funny (if more in a wry-smile than a laugh-out-loud kind of way). I can imagine a version of this game that would be one of my favorite games of IFComp 2024.
Unfortunately the puzzles all had moments where they were pretty obtuse, and Traffic doesn’t quite know how to nudge the player in the right direction through helpful error responses or other environmental info. Since there are also no hints, whenever I got stuck, I really hit a wall. My experience of the game was largely one of getting 2/3 of the way to the solution of a puzzle, getting stumped for an extended period of time, and finally turning to the walkthrough (which very bluntly gives the shortest possible path to the solution).
For example, when playing as the baby, (Spoiler - click to show)I found the pacifier and I had the idea to throw it, but the response to trying to throw the pacifier without a target is simply, “Futile.” Therefore I assumed I was on the wrong track with throwing it, and gave up. If the response had been something like “You don’t think the woman will notice if you just throw it in a random direction” (much less funny, I know), that would have been really helpful. I then at one point tried TAKE PHONE, which just got the response that I couldn’t reach it. This, too, seems like a missed opportunity to steer the player towards the solution (“Your arms are too short, but maybe there’s another way…” or what have you). The former suggestion and the latter combined would probably have added up to THROW PACIFIER AT PHONE in my brain; nothing currently in the game did.
In general, even just a VERBS command listing the verbs needed to complete the game would have been a big help. Anything to point me in the right direction just a little bit.
This string of almost-but-not-quite-figuring-out-the-puzzle-myself experiences left me feeling vaguely disappointed and unsatisfied; like a cat chasing a laser pointer, I have stalked my prey (the puzzles) at length but not, ultimately, gotten my kill (the triumph of actually solving one). So I walked away mostly feeling cranky about the whole experience, which is a shame because there’s so much going on here that I do like.