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Coma

We fully completed 30 levels for this game.

Haven't released it yet as I felt it wasn't quite there yet for user experience & fun.

Something we would like to push out in future.

The angle with this was to create a heartfelt story, dark, foreboding - but with a hint of hope as the comatose son of the father fights to escape his Coma, as the Grim Reaper chases him through each level.

Some unique gameplay elements here with boost, jump and brake swipe gameplay elements.

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Cliff Viegas
Product Manager / UI Designer / Lead Developer Brisbane, Australia