I definitely wanted the movement to be slow, but not as slow as shown in the video. In my version the player can move the ball with a lot more speed and would be able to stop relatively quickly with the momentum in the video. I realized looking through the code I was controlling a few scripts including player movement in the Update function which may make the speed differ depending on framerate, even if it is just adding one force. I think handling this in FixedUpdate might fix that if I understand correctly? Looking back on some of the other games I played, speed differing from when the developers played it on their system to when I tried it on my own seemed like it was probably a lot different. It makes me realize how important it is to understand how a Unity project runs behind the scenes, and that maybe I should do some more digging/research there. Pretty awesome I could get that feedback and realize what was happening to fix it for future projects, so thank you! And I'm definitely gonna play around with the hinges!