Does Not Commute (Free) is a game that has looked appealing and intriguing since the day I got to see it in motion. Mediocre posted a teaser video of it, then they demoed the game to us at GDChttp://toucharcade.com/2015/03/06/gdc-2015-does-not-commute/, and it was one of my favorites there. The concept was super-fun to play with, and somehow, Does Not Commute got even better from there. The tweaked some of the things from the original GDC version, and made this an absolute must-have.
The gist of the game is that you’re driving an unstoppable car from point A to point B. The problem is that you’re then driving another car that drives in the same time frame as the first car, and you must avoid crashing into that vehicle. This keeps going and going until you have a whole chaotic traffic pattern going on, and you’re compensating for your crazy driving to get out of your own way from ten cars ago. Oh, and each car has its own weight, speed, and handling, so you have to adjust to that as well.
If you do crash, you just go slower, but you also have a time limit to deal with. You can rewind to when you started, with a one-second time penalty. To also help out, you can use one of three boosts: armor, speed, or traction. Each gives you a benefit, but also comes with its own drawback. For example, the speed boost makes your car have much worse traction. But sometimes, these boosts can help you get your car there in one piece…or in less time.
The game is about making it to the end of the game with time left, and the bonus time icons that add time to your counter are key pickups. You have to work to collect some of them. Many are just in spots where you need to take not-so-obvious or or dangerous routes. Sometimes, they’re hidden in spots that aren’t visible in plain sight. These are the ones that can be frustrating to pick up, because you might not be aware of them at first, leaving you wondering “where did the missing time go?" But once you realize where they are, the system winds up being kind of brilliant. The hidden ones force you to explore the level, and pay attention to the routes you’re taking, and where things might be. One hidden bonus caused me to reexamine the routes I used in a level, realizing there was a jump I could make to possibly save some time. The level design is clever in that way.
Does Not Commute is a game of reactions, as much as it a game of plotting and strategy, because once you find a good route to take, you have to make it in one piece! The game offers simple controls to play with. You just use left-and-right thumb taps to control steering, and that’s it. Each car has a different weight and speed to it, and the game does a great job at making each car feel individual.
The game does use the same free-to-play system that Mediocre’s previous game Smash Hit (Free) uses. You can theoretically beat the entire game without paying, but you have to pay $1.99 to unlock checkpoints. So, the game winds up giving you a fair system: you can play as long as you want without paying, but if you want the game to give you a hand, you gotta pay up. Though, practicing from the beginning and from earlier levels is something you’ll need to do so you can advance, as the key to the game is preserving time.
This is where Smash Hit‘s checkpoint system, also seen in some Jeff Minter games, comes in. You get the greatest amount of time left based on where you hit a certain checkpoint. Each crash where you have to rewind and lose a second? That’s time you can’t get back. So, later levels become easier if you go back to previous levels and play them, trying to minimize mistakes. This is how progress in Does Not Commute works: you play to advance, but you go back to practice, to get those precious seconds back that you once lost through crashes or rewinds.
Thankfully, the game introduces a killer feature after the first few levels which helps out a ton: practice mode. This isn’t available at first, and perhaps for good reason: this trains you to react to hazards, and learn from the get-go to try and not leave crazy routes for you to try and avoid later. It does really improve the game once you do unlock it, because it means that you aren’t just going in blind. You can avoid the big mistakes, crashes, and whatnot, that cause you to lose time and opportunities at getting big time boosts. You have to learn how to play the game, and once you do, then the game gives you these improved tools.
What Does Not Commute does well is to balance out the chaos of its concept with skillful play. The boosts go a long way toward making that possible, as they allow you to impact the game, and never feel stuck. There’s many routes, usually, and sometimes you just have to be smart to look for a path that’s not so obvious. Or maybe use the speed boost to your advantage to avoid a massive collision. The controls are responsive, too, so I never felt like it was the game’s fault that I was messing up, it was my own failings.
The theme of the game is somewhat humorous no matter what, because hey, there’s something funny about crashing into your own bad driving. But the little plot snippets that explain who each driver is and why they’re going where they are, with the running plot points with each one’s repeat appearance, adds a lot to the game’s character. Also, they wind up serving as nice little reminders, perhaps, that a certain car will drive a certain way, and another will not. They’re this subtle little thing, but the impact is massive toward making the game feel special and endearing
The practice mode can kind of drive you to madness if you’re a perfectionist, but I’m glad it’s there. It’s helped me be a better player. And that’s the thing: this is the kind of game that I want to play again and again, to practice until I’m fantastic at it. I want to re-do early levels to be better later on. Does Not Commute demands it, as you need enough leftover time to make it from one drive to another, but it’s rather rewarding to do so. This game makes it feel good to do well at it.
What you get here is a game that straddles that balance between challenge and frustration, has a player-friendly free model to it, and is amusing and charming to boot. Definitely download Does Not Commute, whatever you do.





It's a great game and fun, puzzle-like adventure. Some say it is too easy because they already got the treasure, but getting the treasure is the tutorial! Getting back out with a dragon chasing you is the real challenge.
If I had an issue with the game, it would be the randomness in the difficulty on the way back with some levels that are simply impossible: certain combinations (like a Cockatrice (or two!) with a dragon on your tail) are mathematically impossible to beat.
I would love to see more special tiles that give bonuses, especially for those impossible combinations. Perhaps a mirror shield that can reflect back at the Cockatrice, or other equipment upgrades that help in some small way.
Well worth the $0.99 to play through a few times!
Blue I have been thinking about more special tiles. Some of the ideas I am rolling around are
- special tile which will double your next move distance
- tiles that activate fire traps
- tiles that freeze all enemies
Also maybe "sacrifice tiles" they won't do anything unless you kill an enemy on that space. Then they will activate something.
It's a wonderful game, but if you want my advice, add more tiles that let you pick up one time use items: that would feel much more like a rogue-like:
A spear tile that when walked across creates a new button in the top right corner of screen between the shields and the turn order buttons. When pressed a spear is thrown in a straight line and kills the first enemy in the direction the hero is facing. One use.
A sword tile, that creates a sword button that when pressed swings and then discards the sword killing all enemies in a space adjacent to the hero. One use.
Picking up a shield with full shields turns the first shield into a mirror: reflect a cockatrice gaze one time.
A haste potion tile: it adds a button and one time the hero can move three (or four) spaces.
A freeze scroll. A wand of force that pushes an enemy back five spaces. Etc.
Those few additions, with a guarantee of an equipment tile every level (and getting new equipment before using other equipment replaces it) would make the game dramatically more "rogue-like".
Then add a few more calculations to make sure levels are not too tough (not two cockatrices on the same level, make the dragon wait a few extra turns to chase the hero if the hero has to stay on the back column of the map a few extra turns because of the monster placement) and suddenly you have a much more balanced game, much more fair and reasonable but still deeply challenging, fun, and thought provoking, and it feels like a micro rogue game!
I'm really enjoying this one as well. A good game for a $1.
It's great! Roguelikes are my favorite games ever. I suck horrifically at them but they still remain my favorite. They have changed my whole outlook on games. Big namesakes like god of war, medal of honor and whatever else just don't do it for me anymore what's the point of death if it doesn't do much to your character. Roguelikes are brutal. I spent hours n hours on this one character angband tome. He had fantastic weapons and fantastic magic. I was fighting valiantly, tons of close calls where I just scrapped by and by scrap by I mean just barley made it! I was almost in tears in fear!
Then I got one shotted by a Greater Balrog. All of a sudden this terrifying human of magic and strength was no more. I was stunned, utterly stunned. Madam V"insert bad name" couldn't be loaded anymore. It was awesome how upset and the feeling of loss I experienced, almost like it was something in real life that really mattered. Hell yea I booted the game up for another spin. God I love roguelikes
And yes I named a dude Madam <girlparts> gotta remain true to ones self!
I skipped this game cause I thought it was too "light" originally. But this review changed my perspective on it. Bought
Yeah portrait mode seems perfect for this game, it's still solid otherwise though.
Hey guys. Developer here. I really regret not figuring out a way to do portrait. I don't know if I can ever change it though. I have been trying to figure out a way.
If you have any questions at all, or suggestions, or just things you would like to see, head into the forums. I am talking about updates for the future and trying to make sure this game has the best of everything. I am even planning my first "expansion" ( all free) which should add new fire based enemies.
Portrait isn't necessary: the game levels are rectangular. It only makes sense to play it in landscape.
I'd like to get to the exit quicker after defeating all enemies. Hoplite did this well. Is it possible with this game.
Actually how about if you kill all the enemies before leaving the level you get more panels to move on towards the end stairs or maybe you get a shield back instead if you have lost some.
Still not quite sure what the duck does but it's lethal!
It might be cool if the player gets a cheeky comment to say when kill the third monster on a level?