I remember enjoying the 2D version a long time ago — guess I’ll have to revisit that too. It may have helped, since the mechanics here were easy to pick up after just a bit of experimenting. No explanation needed, which is always a plus.
Some observations:
- The camera could use a bit more distance. As it is, it can be tricky to read the level structure, spot obstacles, or judge distances. And since there’s very little backward visibility, backtracking for a better run-up gets tough. Camera work might actually be the trickiest part of a game like this.
- Texts vanish pretty quickly, especially since all the concentration goes into staying on track. There wasn't much need for texts, but if there’s more in the future, it might be better to show it in more calm place.
All in all, the third dimension is definitely a beast, but you’re already doing a good job taming it. I hope you continue working with this. The training ground has some nice level design, and being allowed to resume where you fell off made it enjoyable. It avoided that overly punishing feel games like Chained Together tend to go for. I kind of hope you don’t go that route — but then again, a lot of people love that kind of pain, so maybe I’m not the best person to ask.