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(1 edit)

Thanks for playing and giving feedback.

I by rotating on the X axis you mean the roll axis or the pitch? Based on what you wrote, I assume you're talking about the former. I do want to change how the player handling works some more to better predict how and where the player is going to land and correct their rotation to make hitting slopes a lot easier. This might also help alleviate some of the bouncing off walls and corners. I'm also thinking of removing the invisible walls around the track and letting the player fall off either into the void or to later parts of the track if possible.

I will put air control back in, people seem to be falling of the track a bit too much. I meant to put in a way of jumping off railing, but never got around to it.

The underside of the track not rendering is an issue with Unity's shaders, I need to get a double-sided shader or create geometry under the track for it to render.

Here's an image I cut due to page sizing.

I like wall surfing a lil, but all must die in the name of progress :.) uhm, Maybe extreme turns can let you bank off walls or slopped walls or the curves already there like uhm...bobsled people
anyways do whatevs, Cheers!

oh also!
If you plan on skimming through a wide number of games, hungry, tired, fatigued from streaming, and skimming things over extremely quickly, you will totally miss obviously blatant things that may come to frustrate people and devs. Ex being what those nano-machines did.
I'm thankful for your pointers and I will personally happily take wonderful advice with some skimmed stuff (which is totally fine the UI is cluttered and the game's in dev textures) but you will run the risk of stepping on someone's toes eventually. Feel free to delete this comment whenevs since it's just for u! I had trouble figuring out how to reach you since I like ur project and I hope you don't bother anyone else accidentally! no drama, only positive :D thx thx  <3 <3 <3 <3