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HOW TO PLAY
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Turn the mouse UPSIDE DOWN (mousewheel touching the table)


When the countdown begins, pull the mousewheel towards you rapidly (big strokes work best), like readying a pull back car.

Repeat this as many times as you like, each tick back on the wheel will increase your launch speed. 

When the countdown is over, steer by leaning the mouse left and right to hit the main mouse buttons.

Avoid the obstacles and make it to the green finish line! 

Press R to restart if you run out speed, or reach the finish, as there's no trigger to reset the game.

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TROUBLESHOOTING
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Q. My car doesn't go anywhere after the countdown?

A. Make sure you're pulling the mouse towards you, LIFITNG IT OFF THE GROUND, then setting it down away from you and pulling it in again, exactly like a pullback car!


Q. This game broke my mouse, who do I sue?

A. I'm sorry but I take no responsibility for any mouse related injury and/or damages. Play at your own risk!!


Q. I don't like this game.

A. That isn't even a question but if it makes you feel any better I don't love it either.


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RETROSPECTIVE
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The 10th game for game a week with the theme of "Weird Input"! A really fun week to be sure. This week I really wanted to capture the tactile feeling of a pullback car while also doing something kind of loose and chaotic with the controls. 

Ideally the controls feel like they make more sense than you think they would on paper, though I don't think there's enough user feedback in the game for players to understand what to do without explicit instruction from an outside source, which is why my description above is so wordy. 

Obviously some things that wouldn't be too hard to impliment would be proper resetting and a few others, but I didn't have time and generally felt like what I had left as a prototype suitably "proved" whether this idea was interesting. In the later weeks as I found it harder to maintain motivation for my projects I tended to focus more on proving if an idea was fun rather than nessisarily creating a game that you can play from beginning to end. Ultimatley I felt like as a prototyping exersize, that attitude would produce BETTER prototypes even if they were *worse* games.


