Click for Speed by Borodar
We decided to make a combination of clicker and racing game. Just click-click-click for speed and have some fun ;)

* HOW TO PLAY: *
You should continuously click on the vehicle to mantain its speed and keep it moving. Turn left/right by clicking on corresponding overlay buttons. You can also destroy obstacles just by clicking on them several times.
As you just realized, you have to click a lot and click often. You can do everything just by clicking, but not at the same time. Move, turn or destroy? It's up to you to decide!
P. S. The road has no end, the complexity increases with each level. Levels are generated procedurally, you can unlock new colors and decorations by picking up various collectibles.
Ratings
| Overall | 106th | 4.013⭐ | 40🧑⚖️ |
| Fun | 207th | 3.776⭐ | 40🧑⚖️ |
| Innovation | 281th | 3.697⭐ | 40🧑⚖️ |
| Theme | 159th | 4.145⭐ | 40🧑⚖️ |
| Graphics | 29th | 4.566⭐ | 40🧑⚖️ |
| Humor | 804th | 2.5⭐ | 30🧑⚖️ |
| Mood | 145th | 3.868⭐ | 36🧑⚖️ |
| Given | 23🗳️ | 36🗨️ |
But I gotta nitpick some things!
First of all the procedural generation rules were lacking.
Jumps frequently led right into blockades rather than over them.
Thus I didn't see much use taking them, ever.
You don't want to make your player avoid the fun jumps!
But worse than that, I frequently spawned right into a barrier after a scenery change.
At speed there was no way to dodge or destroy them.
Besides that the barrier collisions felt a bit too wide.
In my first play through I didn't realise that the target highlight on them indicates that I can click and destroy them. Instead I thought those were just a heads up and was annoyed that it didn't instead only come and stay up while being on a collision course and requiring me to steer (feedback on being clear or not), have I steered enough?). I had a hard time getting around them all and it made the game *slow*, but at least I got a lot of pickups that way.
Then I read up that I can destroy them, which sped things up and completely removed steering from the equation. Swapping between clicking an upcoming barrier and the ship is infinitely easier than steering, where clicks need to come in the right dosage (and hit various areas of a moving *and* rotating target). Even at later stages when the track wobbles all over the place, barriers remain the easier targets you can just mash on. And on top of that it guarantees that the upcoming game over threat is entirely eliminated. The consequence being that I no longer went out of my way to collect anything.
And lastly, I know that the audio is not being rated but the volume was a little bit loud for my tast. Congratulations on the project!
Le seul hic est que c'est ne pas encouragé faire la cours vite.
Also, I found a glitch where, if you click on reset while the music is fading out, you start the next attempt without any music.