Sugar Crash by conrad123
Don't let your blood sugar levels drop too low while off-roading in Sugar Crash! Made in 72 hours for Ludum Dare 40.

Controls: Get as many sodas as you can before you get a sugar crash! Use the keys in the left and right boxes to turn, the down box key to reverse, and the up box key to give you a little extra speed. When you get a soda, your sugar crash timer resets, and you get faster, but all of your keys change so be ready! Watch out for buildings or your sugar-filled adventure might end early!
I included all the links for Feedback Friends. Source code is in the Windows download folder.
Ratings
| Overall | 776th | 3.217⭐ | 25🧑⚖️ |
| Fun | 603th | 3.283⭐ | 25🧑⚖️ |
| Innovation | 396th | 3.37⭐ | 25🧑⚖️ |
| Theme | 871th | 3.022⭐ | 25🧑⚖️ |
| Graphics | 819th | 3.043⭐ | 25🧑⚖️ |
| Audio | 376th | 3.348⭐ | 25🧑⚖️ |
| Humor | 469th | 3.136⭐ | 24🧑⚖️ |
| Mood | 705th | 3.114⭐ | 24🧑⚖️ |
| Given | 28🗳️ | 23🗨️ |
* Some music on the menu screen would have been nice.
* UI fails being very usable.. perhapse have the keys floating around the car so that you don't have to keep looking back and forth. - even use the whole keyboard and just have the keys floating around the car might work better..
* Took multiple plays to figure out you had 3 'acidents' to game over from crashing - this should be in the instructions.
* Graphics are consitent and of a resonable quality for the game.
* Not quite sure how 'the more you have, the worse it gets' just that each time you get more time, your * inputs get shuffled. Maybe have the shuffling start happening more often as you get more sugar or have the sugar crash bar go down faster.
* Why does the car explode when you sugar crash?
The title screen is quite ugly, specifically the text for "SUGAR", it doesn't mesh very well with the font used for "CRASH" or the buttons. I'd suggest reducing the number of colours used on the title screen overall.
It's great that you included a guide on how to play. I would maybe try to explain it in fewer words, or at least break the text up into paragraphs. The "QUIT" button doesn't work for me.
The game (at least for me) only had a short playtime, which meant a lot of retries - so it was annoying to have to return to the main menu each time to begin again; a quick retry option would help.
The graphics are OK, they have a cute quality to them; they remind me of those play mats you would drive toy cars around on as a kid. There isn't a lot of variety in the buildings. There isn't much in the way of animation either, so the game feels very static. I think you could really commit to the cute art style and populate the town with people and buildings to match. You could also just go with it being all about sugar and fill the place with candy and that sort of thing. As is, the "POP" on the soda bottles is hard to read. Some kind of visual feedback when you get some soda would be nice, maybe a bit of screen shake when you crash too.
The UI is fine but I think the "time until crash" bar is a little small and you really have to take your eye off the action to check it. Some kind of visual indicator closer to the car would help, I think. Maybe the screen could lose colours and slowly shift to greyscale as you run lower on sugar (or just the car could become grey/transparent). I didn't use the controls display much, easier just to figure it out as it changed; I can see you need to include something like this though.
I liked the music, I thought it fit the game and its style well. The sound effects are very simple and there are no sound effects for the car.
The main mechanic, the changing controls, is good. I like games that use the controls in interesting ways. However, it is difficult and not everyone is going to like it, as there is also an element of frustration to it.
The main incentive for replaying is to better your score, so a scoreboard would be nice. However, if it were a bigger game, then some kind of objective would add to the replay value (e.g. reach this place in X seconds, Kasper's suggestions too).
I see how it used the theme but it become "worse" to the same degree each time, so I don't think it nailed it 100%. If there were other disadvantages as you consumed more and more soda, I think it would use the theme better. Maybe the screen could start to jitter, a rapid heartbeat sound effect or other effects people associate with sugar highs/crashes.
I tried to go as far as I could in different directions and I never hit an invisible wall. Also, the roads varied so that I couldn't just go straight forever without hitting a building, so good work with the level wrapping and design.
The controls when reversing don't work like they usually would, specifically the left & right are swapped to what they should be.
Sometimes a soda would spawn directly where the car was, meaning you unexpectedly swapped controls. So you may want to check that there is no collision with the car when spawning a soda.
The download seems quite large for the size of the game; I'm not familiar enough with Unity to know how to reduce it though.
@kodiqi The quit button is meant for when you are playing the downloaded button on a screen that isn't windowed; it's the equivalent of ESC. But thanks for the awesome review; that's exactly what I wanted. I'll return the favor.
OK here's the critical stuff. I played the windows download version.
## Retry Loop
You have a hard game with quick deaths, so you must take great care with your retry loop. That is ULTRA-important. You make two mistakes in your retry loop. Mistake 1 is sending me back two whole screens. It should be zero. Mistake two is that the gameplay input is on the keyboard but the retry loop input is on the mouse. I want to press a single key from the hiscore display to instantly be playing again in this game, ideally a key that is not used during play so I don't hit it as a "spillover" input and cancel through my score review by accident.
## Controls
It's such an all-in decision to have deliberately frustrating inputs.
Most games bend over backwards to smoothly translate the player's intention into in-game action. Examples include the "ghost jump" where platformers will still accept your jump input even 50ms after you walked off the edge of the platform, or how colliders will often be rounded so you don't get corners stuck. A game is just automatically more fun by having fluid inputs that translate thought into action easily.
You have gone the total opposite way and deliberately made it hard to make my thoughts into action. It's a design decision you successfully executed on, and your vision for the game. I don't want to suggest you shouldn't experiment. But that's like advanced game design where you're poking me in the eye and saying "isn't that fun?"
Be aware that this design decision creates an initial barrier between the player and your fun.
## Input Mapping Display
Given that you set out to make it frustrating, I would have appreciated some other affordances.
For example you could have laid out the up/left/down/right controls with UI elements that were actually up, left, down, and right in their display. Instead they are just a line of text which I have to read.
Here's how it felt: The only strategy that I found that could work was to read just ONE input, down, so that I could stop the car by pulsing this input while I looked at the others. I would be pulsing backward, let's say S. Then I would back up into a bottle. The inputs would change. I would look at the new inputs and read the down input. It says W. Which one is W again? In my brain it that key is "UP" not "W". I am dead now.
A) read the text labels to find "down", B) read the character "W" and C) translate that character to the actual key to press. Maybe it would have been easier for me to play with the arrow keys?
Here is a mockup of what the lower-left boxes indicator might look like if it used no text and the game were using arrow keys: https://imgur.com/tbpD4Z9
Imagine how much faster I could absorb the "what key is down" information, since this cuts out two of the three steps from the current thought process.
## Summary
OK back to the fair and balanced review. My top score was 100. This was an interesting experience, something different. The art, sound, and music were all nice. I appreciated the snappy response on the car when I did know the keys, and the decals of the breaking car were nice. I clearly knew when I had hit the house and taken damage. I think you achieved your goal of creating a feeling of panic in me, and that's definitely something! I critiqued how maybe that feeling wasn't the right one to go for, but I give you props for achieving it because it's not necessarily easy.
You also had me with a one-more-try feeling because I thought "shit it's just a simple translation of keys, I'll nail it next time."
So a nice entry, but since you asked for the tough love I tried to dig in more to the splinters.