Coke Zero
Axon Runners is a too hard to control. The idea of swipe controls are great for touchscreens. The execution here is too limited. The Axon Runner rides a hoverboard that can defy gravity, meaning you can ride on walls and the ceiling. The swiping, however, is left right. If I could circle swipe, then riding on walls and ceilings would be easier. Tapping the screen to jump would also be easier than swiping up, the act of swiping up means you are not swiping left or right to control your direction. How do controls like this get past beta testers? The controls are made worse by the amount of junk in the tunnels you ride through. The actual hazards are difficult to make out in all of the visual clutter. Again, beta testers?
I have some thoughts on the Coke Zero tie-in. What is in Coke Zero? You have some junk that makes it look brown, some junk that makes it taste like it has sugar in it, and then some caffiene. As fast as the Axon Runners go, I would think they would want some sugar with that caffiene. Perhaps the Coke Zero fit into the story somewhere, but I wouldnt know. The idea of story is ludicrous for a game about a guy who rides through empty tunnels by himself. Games like this are made by how fun they are to play, and this game was just not that fun.
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Axon Runners