Ryan Pond/ THE WORKSHOP

Released / Godot

DETOUR

Every shortcut is dangerous. Every safe road is longer.

DETOUR promotional game artwork

The idea

A completed top-down driving game made for GoedWare Game Jam #17 and THE LONG WAY HOME. The highway is closed, fuel is limited, and each junction asks what you can afford to risk.

How it plays

  • Steer through a scrolling road while managing fuel and the condition of the car.
  • Choose a shorter, rougher route or a longer, safer detour.
  • Read the car’s condition, keep an eye on your fuel range, and follow roadside signs on the way home.

Development notes

DETOUR is released and playable in the browser. The seven-day devlog series follows the project from its first prototype through lighting, audio, balancing, and finishing. The game is complete; my ongoing development focus is DOOM DELIVERY.

CONTINUE / FROM THE DEVLOG


7 min read

DETOUR / Design

Day 4 — Turning Out the Lights

Adding headlights, illuminated highway signs, obstacle shadows, glowing fuel, and a warm-lit destination.


6 min read

DETOUR / Game Development

Day 3 — Boat, Not Spaceship.

Giving DETOUR a heavier car, momentum, body roll, fairer obstacle patterns, and a playable opening.

KEEP IN TOUCH

Follow the build.

New games, useful experiments, and the occasional lesson learned the hard way.