Kickstand! Guide: How to Park Without Starting a Domino Run
Kickstand! puts you in charge of a parking lot in a Saigon alley. All day you try not to knock anything over. At night, you knock everything over on purpose. This guide covers how a shift works, how to keep a row standing, and how to play a whole tune at closing time.
How a shift works
Customers ride in and stop on the yellow circles near the gate. Drag each scooter into a bay. When a customer wants to leave, a tag with a shrinking ring appears over their scooter. Take it to the big yellow circle at the gate before the ring runs out.
Three complaints and Uncle Tư fires you. You get a complaint when a customer waits too long, and when scooters waiting at the gate cannot get in because you left the entrance blocked.
Do not hurry near other scooters
Speed is what knocks a scooter down. A gentle touch only makes the neighbour wobble, and it will settle again. A hard hit tips it over, and the row goes with it.
- Move fast in the open aisle and slow down as you get close to a row.
- Grab a scooter by the end nearest to where you are going. Pulling it swings the far end behind you, like a trailer.
- If the scooter feels heavy, you are leaning on something. Stop and back away.
- Scooters lean to one side on their stands, so they fall that way more easily.
Use the front bays wisely
Lots from the third shift on have two rows of bays on each side. A scooter in a back bay is stuck behind whatever is parked in front of it. Each seat carries a chalk mark that tells you how long that customer will stay: green means soon, amber means a while, and red means all day.
Put red scooters at the back and green ones near the aisle. When someone at the back wants to leave anyway, you will need to pull the front scooter out first, so keep a bay or two free.
When a row starts to fall
Time slows for a moment after the second scooter goes. Tap a scooter ahead of the wave and your other hand catches it, which stops everything behind it. You get one catch per shift, and the Third Hand perk adds more.
Fallen scooters cost you money and must be stood back up before anyone can take them. Tap them, starting from the one on top, or drag your finger across several.
Closing time
If you finish the shift, the lot empties and a long road of scooters is parked for the night. It has holes in it. Carry the gold spare scooters into the glowing gaps. At night you lift them over the road, so nothing can go wrong.
Then kick the first scooter. Every scooter that falls plays the next note of the tune. If you leave a gap, the wave stops there and so does the song. Play a tune to the end and it is added to the jukebox, where you can play it again whenever you like.
Modes
- Daily Lot: the same lot for everyone that day, with no perks. Share the six-character code and a friend can try the same lot.
- Rush Hour: customers keep coming faster until you collect three complaints.
- Jukebox: every tune you have finished, with a complete road ready to kick.
Spending your tips
The Tip Jar sells five perks. Steady Hands makes bumps gentler and is the best first buy. Good Manners makes customers wait longer, and Third Hand gives you another catch. Perks do not work in the Daily Lot.