zlorp
edd
Creator of
Recent community posts
I like that dizziness is tied to gameplay. Second game this jam I see to use this as a mechanic - which I think is a pretty good idea (I got quite dizzy playing a lot of games lol).
The controls got me a bit and took getting used to. I think having some on screen display (e.g., arrows) showing which direction my key pressed would take me to would be nice. Though I did play with keyboard so maybe that made it a lot harder >.>
Thank you <3
Regarding the mouse spin, yea we kinda made you rotate the mouse in a circle at first, but that caused issues in the WebGL build so we decided to make it left/right movement. But then we got more WebGL issues of mouse going outside of the window and changed it to mouse delta, which should of worked with the circular motion, but it was too late to change…
Very original idea & quick to start and get into. I esp appreciate that on failure the reload is very quick, which makes failing not that painful.
Some improvements I’d make:
- Add a small 0.9-1.1 pitch variation when picking up stuff, as the collectable sound is a bit repetitive
- When falling down a small zoom out to the camera would help land on cars easier
- It seems that the direction of the gum on the wheel doesn’t have an impact on the launch direction? Maybe this would be interesting to play around










