Scrap Racers - Postmortem
{Week 9}
This week I wrapped up the prototype for Scrap Racers and had a chance to get some quick playtesting done. The focus of the game was on collecting scrap during the race and using it to upgrade your car’s speed or defense mid-run.
I had one peer test the game and give feedback during class. They said the car movement felt smooth and liked the idea of collecting scrap to upgrade. The scrap pickup system was clear and satisfying, and the upgrade keys (Q and E) were easy to use.
The biggest suggestion was to make the upgrades more noticeable — they weren’t sure how much faster they were going after spending scrap, and the defense upgrade didn’t have any clear visual effect.
They also suggested the scrap items could be a bit more visible or animated to draw attention.
Playtesting helped me realise that even simple mechanics need clear feedback and payoff. The systems were working, but without strong visual or gameplay responses, players didn’t always feel the difference. I’ll focus on adding clearer upgrade feedback and better use of visual cues next time.
That wraps up Scrap Racers for now, it’s a simple prototype, but I’m happy with how the core loop turned out, and it gave me useful ideas to build on later.
Let me know what you think! E: [email protected]














