Coin-runner is a satisfying arcade style game with smooth gravity mechanics and lots of replay-abilityThis game reminds me of an arcade style game that would work great on mobile devices. The concepts are simple, yet very effective. Additionally, the games design easily translates to an effective arcade style scoring system. There are some very simple pieces that make this game what it is. There is the player of the game which is the mouse cursor, coins, and bombs. The goal of the game is to click the coins and not the bombs. Clicking the coins earns the player one point(score) while clicking a bomb loses the player many points. Notably, hovering over coins and bombs does nothing. Initially I thought this was how the game was going to work, particularly for bombs. I think the mechanics of the game might work more smoothly if the player had to actively avoid hovering over the bombs with the mouse, rather than just avoiding clicking them. This would increase the difficulty of the game and make the player have to use more strategy to avoid the bombs while trying to get the cursor to be over the coins. Notably, the way this game plays depends very heavily on the input device the player is using. I played with a trackpad on a laptop which I think definitely mad the game more difficult than playing with a traditional mouse. Additionally, I think that playing this game on a mobile device with a finger would be really satisfying. Especially if the player was unable to lift their finger and had to avoid touching the bombs. This variety of player input adds to the playability of the game. Another thing that adds to long term playability is the scoring system. The Score is constantly displayed as the player plays keeping them aware of how far they are. I think adding a high score or scoreboard would be effective in adding a competitiveness within the game, whether that be competition with self or others. Another thing important to mention is that when a player doesn’t click a coin and it falls below the playing field, the player loses a life. This is a different punishment to that of clicking a bomb which loses the player many points. This definitely adds difficulty and makes the player have to play quickly and efficiently. If this wasn’t implemented the game would be far too easy as the player would have all of the time in the world to carefully pick out what coins they want to click. Another interesting aspect of the game is its use of gravity, trajectories, and velocities. The trajectories of the coins and bombs all seem to be the same and the coins and bombs always come from the bottom of the playing field, peak, and fall back down. This arch makes it satisfying for the player to highpoint the coin, in that perfect moment just as it goes from rising to falling. Overall this game is simple yet effective and has a great deal opportunity around it.