- the menu music and the visuals of level 2 are good and they feel authentic to the Dreamcast/GCN aesthetic
- the tutorial blends in so much i didn't see it for a long time
- i'm not able to read a timed tutorial while crossing tricky paths without falling off
- rotating the camera manually feels inferior to the tried and true Monkey Ball camera
- there's a bug where dying after having rotated the camera and then rotating it the same direction again rotates it twice
- the camera is so zoomed out that i can't see the center of my ball so i won't even attempt to pass the very thin circle at the end(?) of level 1
- the level design isn't fun
- the level design of level 0 is unintuitive, it seems like you want to jump down to the platform you're supposed to arrive at on full speed from another direction
- another section gives you the push back power, but once you use the power or die you don't get it back and just have to run past the enemy in a straight line
- level 1 is just the same circle and bumper enemy set piece over and over
- i couldn't figure out how to pass the wall riding section of level 2 because i lose all momentum after the first wall
- there must be a trick to fighting enemies because i can't see how to pass the sleeping enemies on level 3, they push me back more than them and i can't build the momentum to push them away without falling off
- the floatiness of the player is unsatisfying, especially on the ramp of level 3 where i have to make adjustments in the air to land correctly while floating down instead of being launched like an actual ball
- the level design of level 0 is unintuitive, it seems like you want to jump down to the platform you're supposed to arrive at on full speed from another direction
- fighting bumper enemies isn't fun
- it isn't clear what gives me the push back ability, the green checkpoint? it doesn't give me a visual effect and the tutorial mentions it like it is always possible to push enemies back
- the push back ability doesn't really do anything
- the enemies sometimes spontaneously die when pushed back, probably because a small part of them is off the platform and they think they've fallen off the level
- bumper enemies can follow you seemingly indefinitely if they're close to you as you leave their zone in a way that does not seem well designed or intended
- it isn't clear what gives me the push back ability, the green checkpoint? it doesn't give me a visual effect and the tutorial mentions it like it is always possible to push enemies back
- i have a 1680x1050 screen, so i can see behind your screen transitions. Unity games consistently have issues related to screen size like that for me
i wanted the game to be more like Super Monkey Ball, but as i understand you're going for something else. i do get the feeling that basing the gameplay on bumping and avoiding bumper enemies is the wrong direction to go, though