F*** THIS JOB!
Destroy as much company property as you can!
CONTROLS:
[A+D] - Move side to side
[SPACE] - Boost
[TAB] - Hold to show rear view mirror
ITERATIONS:
Iteration 1 (pass: gdev2)
I made a few changes to the game since the last iteration regarding game feel, polish, and content. I separated the "boost" pickups from the smashable objects to allow for more player agency. Having a clear distinction between smashing objects and gaining boost was a must for the gameplay I was trying to create. I wanted players to weigh risks when going for boost or points, and create scenarios where some are more beneficial than others. I also added various particle systems and sound effects to compliment each game "state" (eg, boosting, smashing objects, picking up boost, etc.). Fine-tuning the wall and player boost/default speed was also a must, as the game felt more fast-paced with the new values and sensitivity. I also added more objects to smash, each with its own modular set-up to future-proof for potential additions. The playtest session in the week prior was very informative and helped me adjust what needed to be changed while keeping what already worked and expanding on it.
Overall, I had a pretty fun time with this 2-week project. Because of my modular set-up, there's always space for more levels and objects, so I plan on iterating again in the future.
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