Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

Running fast makes Gemma feel good about herself and feeling good is the most fragile resource in the game. We realize that we need to represent the player’s emotional state somehow but nothing seems to fit.

Turn it around - completing levels or collecting tips or beating a clock produces good vibes, but when she feels bad she can't run fast, which limits her freedom of movement. After all, when you feel depressed you're not a bundle of energy, requiring you to do more climbing/plodding to get through the tasks you have to do.



Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: