Thanks, Paddle! I strongly debated including scorekeeping as well as live-time, but decided against it to create an open feel during game play. There's no sense of urgency or failure, just an open focus on the experience. This is especially important to me as I think through the accessibility factors. Challenged players have enough on their hands or voices just to control the cycle, and watching a crash counter could become discouraging. I will give thought to the distance-travelled idea that you mentioned, and re-think the live-time element that I had kept out. I think one or both of those may be true to my goals for the game in the aspects mentioned above. I'm also considering splitting those into modes, as in "keep score" or "free play" settings. All considerations for version 2.0, if there's any interest from the community in further development of this game. ;]
Nicely built! It might be nice if you got some sort of measure of your success (in single player mode) such as total distance traveled before crashing or time before crashing to give you something to try and beat.
Features: { 1-or-2 player game } { alternate play modes } { handicap-accessible in volume mode }
LightCycle is a one or two-player version of the LightCycle game from the classic Disney movie TRON.
Click the start button to get into your cycle(s). Press the spacebar to begin moving. Player 1 uses the left and right arrows to steer. Player 2 uses the "Z" and "X" keys. Don't run into the walls or your own trail! Press "H" to toggle the help menu.
Look at the Scripts to discover some secret modes! (Hint: look for scripts that activate when certain undocumented keys are pressed).
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Thanks, Paddle! I strongly debated including scorekeeping as well as live-time, but decided against it to create an open feel during game play. There's no sense of urgency or failure, just an open focus on the experience. This is especially important to me as I think through the accessibility factors. Challenged players have enough on their hands or voices just to control the cycle, and watching a crash counter could become discouraging. I will give thought to the distance-travelled idea that you mentioned, and re-think the live-time element that I had kept out. I think one or both of those may be true to my goals for the game in the aspects mentioned above. I'm also considering splitting those into modes, as in "keep score" or "free play" settings. All considerations for version 2.0, if there's any interest from the community in further development of this game. ;]
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Nicely built! It might be nice if you got some sort of measure of your success (in single player mode) such as total distance traveled before crashing or time before crashing to give you something to try and beat.
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