Awesome idea and smooth aesthetics (and cool segmented and other technical approach however it is done). Lol, first I though I was moving the healt bar, and the balls just seemed like some effects. I feel this is a bit more puzzle game, not so much about speed. It's kind of too easy to die in my opinion, it's hard to say what you are doing wrong. A faster paced more open world would be great for me at least.
Viewing post in King of the Shrill jam comments
Thank you! The way I implemented the theme of speed was with the definition being more like velocity than fast, if that makes sense. You have to find the correct velocity, or speed, for each part of each level. It's not about being speedy. It's about finding the right speed for the situation. In my opinion, this fits much better with the theme "Speed is Key", since every level is like a lock, and the speed at which you go through it is a key. About it being too easy to die, I'm not sure what I would need to fix to make it less so. Thank you for the comment!
Oh, yeah I get that (and I also thought speed could also mean low speed when I was spitballing ideas). However I didn't notice how it would have an effect in this game. Felt hard to predict the result; I merely focused on staying away from the lights, so for example if there's two lights, I'd try to go what's exactly in the middle of them, since it would be the darkest spot. I guess I have to check out again how even slower speed or right amount of speed would affect it all. Maybe if it's too fast the balls don't quite follow the route so exactly?