Final Build
For this final build, my main focus stayed consistent with what I set out to do from the start, which was creating a tight gameplay loop built around level and systems design rather than art or audio. My goal was always to make the mechanic of reaching to the correct color tile before time runs out itself feel strong and satisfying.
From the beta to now, the biggest change was in how the rounds progress. Before, players had to wait for the timer to end before the next round started. Now, as soon as you reach the correct tile, the next round immediately begins, like Texas Hold’em style. This makes the pacing faster, more intense, and more reactive. Combined with the driving feel, the players have to think about movement efficiency and their racing lines, since quick turns and U-turns take time.
I decided to strip away some earlier ideas like falling obstacles and a fueling system. These were interesting concepts, but I realized they distracted from the main loop I wanted to refine. I wanted to really polish the main loop of getting to the tile. Focusing on fewer systems let me get the core gameplay in a solid place.
Most of my polish work went toward getting the round flow stable and consistent. The round manager now fully handles the sequence of color changes, timers, and UI updates, so everything runs in sync. The game’s look is still using simple Kenney assets, which work perfectly in my situation.
Overall, I’m really happy with how the gameplay feels. It’s fast, simple, and tense, but not so serious, as when you fail, it does not feel punishing. 
Get Street Blocks
Street Blocks
A fast-paced low-poly driving survival game
| Status | In development |
| Author | Armaan |
| Genre | Action, Survival |
| Tags | Driving, Fast-Paced |
More posts
- Postmortem19 days ago
- Beta Build Entry47 days ago
- Art Build Entry60 days ago
- Prototype Entry75 days ago
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