Cab Ride: Drive a train, forever, through a dreamlike land
> Try and stop at the marker at each station for a high rating.<p>Nitpick, but I <i>hate</i> it when devs - even devs making tiny weird experimental games like this one - feel compelled to add some objective, any objective, into an otherwise open-ended experience. Even if it's optional, it's lurking there like an unnecessary specter, ruining the freeness of the experience.<p>Edit: This came off as more negative than I wanted it to. I would never discourage someone from exercising their creativity, and creativity (and craftsmanship) clearly went into this. I was just using it as a jumping-off point for a broader discussion about something I see as holding back game design as a whole, which I better articulated here: <a href="https://news.ycombinator.com/item?id=25995867" rel="nofollow">https://news.ycombinator.com/item?id=25995867</a>