Lost Crate Co.
FRENK NORAMA
Franny drives a small delivery truck. One pothole later, her entire load is scattered along thirteen miles of country road, and every single crate has landed somewhere it should not be. Under a wheel. In a ditch. On a bus stop roof. Halfway up a tree, guarded by an annoyed kite. Your job is to bring them all home. Each mile is a small hand drawn scene with one thing gone wrong. You look at the mess, pick a tool from the tray at the bottom of the screen, and tap the spot where it should be used. A jack lifts a truck off a pinned crate. A rope pulls one out of the mud. A magnet knows what to do about a spilled box of bolts. Choose the right tool and the crate comes free. Choose the wrong one and Franny tries it anyway, usually with results worth watching. Solving a mile earns bolts and often a new tool, and tools can be combined at the workbench. Rope and hook make a grapple. A net on a pole becomes a sky net. A fan and an umbrella turn into something that lets Franny glide, more or less. There are twenty three tools in total and the later miles expect you to have built a few of them yourself. There is a shelf in the ledger for oddities, the strange leftovers a mile hands you when you solve it in an unexpected way. A soggy duck feather. A chrome bolt too shiny for the truck. Some of them only turn up if you try the tool that looks completely wrong for the job. You can also photograph odd things you find on your own roadside and pin them to the same shelf, with a name of your choosing. Every day the depot has something wedged under a crate for you. Pump the jack three times and see what falls out. No timers, no failure screens. A wrong tool costs you a star, not the level, and you can go back and replay any mile to earn all three. Thirteen miles, one truck, and a driver who refuses to leave a single crate behind.