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(3 edits)

Really appreciate the feedback. Thanks for playing.

My goal was to have a short but very polished experience. I was committed to not building multiple levels and a level select screen, so I was trying to "do it all" in one level. I had competing goals of easing newer players in and making a competitive  skill-based leaderboard.

I also worked pretty hard to optimize iteration time when modifying the level, but my totally manual inkscape -> blender -> gltf pipeline took something like a minute to execute even after I got pretty decent with blender's hotkeys, so it was a huge time sink to tweak the level.

The final jump is sort of ruined by the jumping physics. If you just roll over it without jumping you can clear it no problem even at 69kph. 

Jumping on an angled ramp pushes you backwards and kills your speed. I'm at a bit of an impasse there and I'm not really sure how to fix that. I had some last minute tweaks that made the jump easier but didn't go far enough. I think the impulse I add should just be in the direction of the "vertical component" of the player's orientation. But by the time I was figuring this all out I felt that it was way too late to be making major physics changes that might have unforeseen consequences.

No tricks are required to clear the level. Just hold forward for a bit, and then backwards for a bit. But the base speed does make that a bit boring.