I saved the world and had to cook 10 million pizzas.
Peak
Fantastic game, ngl. It goes without saying that the presentation is incredible so I won't dwell on it. Especially love how clear and readable most if not all of the game's visuals were, and that's pretty important for a game like this where you're zipping through most of the level. Kudos to your artists and sound designers.
I always love it when games have grapple or grab mechanics ( which is why I tried it in my jam game lol ), and you guys didn't dissappoint. Grappling is not something I would've expected in a skateboarding game though lol. None the less, I love how it allowed for contextual-based puzzles so to speak. I really had to think on my feet at times about where, when and how I should use my grapple abilities like the grapple jump and trying to speed up with the spin. Outside of that, rail grinding also felt smooth and while wall bouncing took me a little while to get used to, it also felt extremely smooth to pull off.
I think one of my favourite aspects of this game is how you guys communicated so much wordlessly, but also built upon the mechanics that you had set up. I lost count of the number of times I instinctively understood how things worked in this game, like the part where you grab a box where you're in front of a wall that closes if you're holding an item. By then a player's instinct is to grab whatever they can whenever they can and so they'll probably stumble upon that realisation the same way I did. I think my favourite example of this was grabbing the ufo and floating. Felt like a cool subversion of everything that had been established till then.
That said, this is also why some of the issues in the level design stuck out as much as they did for me. I understand wanting to have different paths for secondary objectives for the sake of secrets, pizza pickups etc. but it also resulted in some levels that were pretty confusing to navigate at some points. This is most likely just a skill issue on my part, but it felt like levels were sometimes switching between being sonic speedways and focussing on exploration which kinda meddled with the pace of the game imo.
Another issue I had which really stumped me was that I didn't think that you could actually grab certain things like those blue spiked enemies or the fan etc. Again, maybe just a skill issue, but at the time I felt there wasn't really any indication that I could actually pick those objects up.
All that said though, y'all definitely made something pretty damn slick all things considered. Great stuff here and kudos to the whole team