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(1 edit)

Prompt2:

The game wants the player to lose because it is easy to restart. There is almost no “silent cost” which might make the player disappointed and get up to play this game. Therefore, the player will keep playing it and trying to get a higher score. The game uses random rain drops to make players lose. They will not react or track players' actions. They do not have a goal or target the same as rain in the real world. The player needs to keep the kid from getting wet. Since there is no safe area, the player has to move. Also, there is no solid path, every time rain drops appear different. It is both concrete and abstract. The rain drops are the “enemies” in this game. The game has simulated the gravity force on the water drops. They appear at the low speed and get faster as they are dropping. This is the concrete part. The low speed at the beginning is a help provided by the game for the player to start to change their position. However, the high speed when drops pass the character thwarts the player to move a large distance anymore. It forces players to find a position right after the rain drops appear at the top of the screen. Besides, high speed makes it hard to pass a narrow space between drops. Players need to move very precisely if they want to take risks. The help and thwart of the game is combined in the action of rain drops.