Coin runner uses unique gravity mechanics that, though subtle, have the potential to add depth to the game. This game is a game that allows the player to get new scores each attempt they play. There is no high score kept on screen, but I know intrinsically what my high score is at the time of each attempt. At the beginning of each attempt of the game, a combination of bombs and coins are thrown up from the bottom of the screen with various velocities. It can be tough to play this game on a laptop, since this game requires precise movements from the mouse. However, I played on my laptop, and I didn’t find it too tough for me personally. I also have a two in one laptop, so I found out that I could use my fingers to collect the coins on the screen while avoiding bombs. However, this is not how the game was meant to be played, so I stuck to playing with a mouse with the trackpad during play. None of the other games I played for this final project group had implemented gravity, but it fits this game perfectly. This game reminds me a lot of fruit ninja, which throws a combination of fruit and bombs from the bottom of the screen. I really enjoyed playing this game, as it reminded me a lot of my childhood and playing this game from many years ago, but it adds the twist of collecting coins instead of slicing fruit. In addition to having a score, there are a couple other mechanics that are unique to games that are like this one. For starters, when destroying bombs instead of collecting coins, you lose score rather than a life. I found this change refreshing, as it allowed me to play much longer than I would have otherwise. Also, there are 5 lives instead of just three which many games of this type of implement. To lose lives, you must accidently let coins fall to the bottom of the screen rather than the combination of destroying bombs and letting coins fall to the bottom of the screen. Although this simplified the game, I found it refreshing to be able to last much longer than I would have originally if this were the case. I think adding simplicity to games of this type allows it to distinguish itself compared to games such as fruit ninja. There was still a lot of difficulty within this game, but the added simplicity of the extra lives made me enjoy this game much more and not get frustrated at all during play. Bombs do remove a lot of score though, so it’s much harder to get a high score. Personally, I would rather have a longer play time where my score may be lower than have a game where I die much faster. The joy of playing for a longer period of time allows me to focus more on the game rather than the frustrating aspects of it when losing.