A couple of years ago, I traveled to the Bahamas with my family, and there was this unforgettable moment when we had to board a shuttle bus to reach a fort perched on a mountaintop. The bus crept slowly up the steep, rocky incline, with nothing but sheer drops on either side. The tension and dread in that moment were overwhelming, peaking as we edged our way to the top. This is feeling I thought of during my design process. I want players to feel as if they are the ones in control. Players should feel the urge to drive slowly but still keep their fingers on the buttons just like keeping your foot on the pedal.

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Although my game focuses on the challenge of driving up a mountain, I was inspired by  Lonely Mountains: Downhill and its ability to convey a near-realistic experience of biking down a mountain trail through its compelling physics system. What captivates me most is how much control the player has over their descent. They can either speed down, taking risky shortcuts that could lead to disastrous falls, or choose a slower, more careful approach, exploring the trail at their own pace. The game also tracks your progress, showing how far you've descended, which creates a sense of accomplishment and pushes you to continue until you reach the bottom. There's this dynamic that builds with each playthrough, where you gain confidence to go faster than your initial attempt.

Similarly, Baby Steps blends challenging mechanics with tough environments. Its quirky controls rely entirely on the character's feet, requiring players to balance their movements carefully. Each step, and by extension, the character's progress, is fully dependent on the player's decisions, which adds a unique layer of difficulty and reward.

Baby Steps is another game where physics plays a critical role. Wet mud, slippery rocks, strong winds, and natural obstacles act as the main antagonists, causing you to lose grip, slide, or fall. The game’s humor shines through as the character constantly complains and reacts to each failure, adding a lighthearted element to the challenging mechanics. A key question I’m grappling with is how to make driving difficult in my game. Should it be through realistic physics or through unconventional mechanics? Another challenge is creating an environment that builds tension for the player without being overly difficult. On the other hand, A Short Hike offers a different approach, avoiding chaotic mechanics in favor of a cozy, serene experience. The player, a bird, must walk and fly to the top of a mountain, but the journey is filled with moments of exploration. Players can take in the beauty of the world, talk to other inhabitants, and solve small puzzles that keep them engaged. One standout feature is its use of pixelation, which creates a unique, almost 2D aesthetic. This leads me to another important question: how can I keep players engaged in my game? Should the engagement come primarily from the environment, or should it stem from the car’s driving mechanics?