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(8 edits)

Thank you very much for the feedback.

I agree with your critique as well.  The confusion from the 'Highscore' and 'Highscore this run,' comes from there is actually an 'endless' mode where there is a total score that is accumulated over many back to back runs, there is no game over, you just sprint out a run and then do another uninterrupted. In that mode it track stats per run, and then also per 'session.'  But I felt I didn't have that in a good place so I just pushed this 'one run only' mode. 

My biggest disappointment is the lack of UI/UX feedback and 'juice' for the mechanics to the player. 

Like you mentioned the multipliers dropping at the end of the tail are time based.   Essentially alot is based on how fast you move.  Depending on the time between your moves you gain more or less multiplier.  There is a 'super move' (less than half second) that provides the maximum multiplier per move. But also increasing the timed multiplier pickup that is dropped when the cell is regenerated.   Addtionally when you move into a cell with a super move the cell is upgraded to a higher tier.  If you keep going back to the cell and continue to 'super move' into it the tier continues to upgrade and the multiplier can get very large.

Anyway, I have to figure out how to communicate all that over the next week.

Thanks for playing. And I appreciate the feedback.