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(+1)

I got it working by limiting my monitor to 60Hz. When implementing physics/movement, you need to multiply velocities/forces by the time step of the update function (e.g. Time.deltaTime in unity), otherwise your player's speed will change depending on the game's FPS. Otherwise, the game's got a great concept, well done.

Oh, thanks for the solution (I totally forgot about delta time), I will take it into account, and for the feedback! I appreciate it!