From our last post, you got a glimpse into Trevor’s mind and where things were headed from a design standpoint. This update shows the concrete transition of those elements into the game. The title screen and elements have been incorporated, along with stunt recognition (flips, wheelies), item collection, and finer game controls.
Help make Poor Happy!
As you can tell, Poor Bear’s life is starting to hype up, but we have him running in different directions. He is a little confused and we’d like your input. How? Well we’ve played with different goals for Poor from beat the buzzer to collect and score. What do you think would make Poor fun? Either of those? A combination? Or something else? We have tons of ideas, but would like to know what you think in terms of the fundamental game play. Please share your thoughts in the comments or with us directly!Tweet