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(+2)

I think you capture the idea of racing through life. It feels solid to control and you got some nice pop ups for getting money & losing it. Music pretty good. nifty aesthetic.  for a first jam you did better than my first jam.

getting money after a while felt less impactful than losing money. there is more juice when you hit into something, and the text is bigger on a hit. 

It felt like my character got faster over time, but when I hit something that didn't seem to slow me down so I would stay at a pace where I kept running into things

Without a loss state I felt less compelled to keep playing. I think my interest fell off after a certain amount of time then I made the goal to hit all the things and see if there was a loss state. 

I think the loss state gives users a break and also messing up makes us want to try again as gamers. And doing the same thing at around the same intensity level will end up frying interest. we want interest curves to have up and downs. I think there is a game makers tool kit episode about doom that talks about this, where the intensity too high for too long burns out players. Also having a loss state often forces players to stop before they lose interest, so you get that feeling of one more run. Also gives players a good stopping point. Maybe you can break up the gameplay to still vary up the intensity for the player without a loss state but I think the genre tends to have that convention for a good reason. 

You experimented and that's good. You made a game that is more than many people ever get around to. Great job :D

Wow! Amazing feedback here! The loss state was something I was struggling with, I really wanted the user to run out of money as the loss state and I totally agree its missing that restart/break. Maybe I can add something that will just take all your money you if you hit it, ill have to play around with that idea. 

I highly appreciate the time you took writing out some amazing feedback. Thanks Flame! 

Do you think having a level system could help here? Like reach 10,000 meters -> start on next run with +2% speed +20% money or something like that? 

- Cora

(+2)

the idea of levels with increasing numbers is interesting could work to give the players a break from time to time (maybe they could see a graph of how their money went up or down over time, sort of like an investment stock over time), 

you could just have it be that the more things the player hits the more money it loses them? like first 10 then 20. could be that your like credit rating or insurance premiums are going up making each subsequent hit cost you more, might not be totally clear to the player could be explained or having the text size increase as the amount increases, which could be used on money as well I wasn't sure now that I think about it if orange or green dollar signs were more my instinct is green but idk