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This game has a TON of great qualities. The art, audio, level design, and core movement (build/lose momentum, turning, speed boosts) are all fantastic; I love the arrow shadow and the level names in the top left. The game feels a lot like golf with a spinning top, which is a fun premise!

However, (and I may be playing wrong) it seems like the only way to maintain spin is to hit walls, and that was not super fun for me. I found the optimal strategy was to run into a wall and then sharply rotate myself to keep smacking the same wall while traveling along it; this allowed me to travel long distances and find the goals, but it didn't feel great to do.

I would love to try a version of the game where, instead of hitting walls for momentum, there's actually a couple of those goal-spinners strategically placed around the map. Essentially changing your moment-to-moment goal from "what wall should I hit" to "what spinner should I hit." I absolutely ADORED the spinning goals and the way it built up my momentum; they're just tricky enough to get started and very satisfying to spin out of. If those were around the map, and I had to strategically conserve my momentum (and avoid walls/obstacles) to make it between each one, I think I'd have more fun. But also maybe I just want it to feel more like golf, which may be completely outside of your design philosophy xD

There's a really great game here, good luck if you continue to build upon it!

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I'm glad you liked the presentation of the game, I really wanted to make sure it felt good!

Sorry you didn't enjoy the concept of hitting walls to build momentum, I did my best to make it feel good once you get used to the movement. My goal was to make a game where you don't need dedicated speed boosters to move faster, just your own choices and the walls around you. Speed boosters and even enemies that you could defeat for a speed-boost were a concept I had, but in the end I didn't have enough R&D time to incorporate those in an non-rushed way.

If it helps, a good way to gain speed & speed boosts is to try to keep your angle in such a way that is near-parallel to the wall you're bouncing off-of, then letting the speed boost go without input until you need to turn or need more speed. Once you get a good feel for that you can feel a lot more in-control.

I still have an assisted movement mode that makes it a lot easier to control that I'll drop as an option once the game jam uploads are unlocked. But thanks for playing and for the criticisms, I'll keep some of those ideas in mind :)

(+1)

That gif is epic, so I'm clearly just whiffing the controls haha. I tried it again while trying to move parallel to the walls, and I'm happy to say that it was more enjoyable than my last attempt! I made it to the last corridor of "auto," (the 180-degree flips when hitting the walls in that room are bruuutal) which I'm pretty content with. Thank you for the extra guidance, I'd love to play again once the assisted movement mode is in!

All good, glad a second attempt was a bit more enjoyable for ya, I definitely should've introduced a more in-depth tutorial on what the goals for movement are. 

"Auto" has a trick to it (in the title) but the assisted controls would also make it a lot easier 😅.