Actionable criticism like this is extremely useful, thank you so much!
We hadn't tested the web version until the second half of the last day (learned my lesson on that one!), so we are lucky that we were able to get it going at all. If I were to do it again the scope would be lowered or load separate levels as separate scenes instead of culling previous and future levels like it does now lol.
We did manage to get Occlusion Culling and the previous levels to cull as you progress through the levels, which was enough to get it playable but we ran out of time before we could do anything more. I'm not sure how much ECS or OOP would improve things since most of the game is played on the player script, but if you have any ideas I'd love to hear them!
I love the idea of speed lines and more user feedback! User feedback should have been a priority and will be for my future projects! I fear I let down Mr Sakurai in that respect.
We have a score system that we couldn't quite get working completely before the jam ended, sadly.
Thank you so much for playing!