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I wanted to like this but it kind of felt too simple? I suppose the next world could introduce more depth with different items, but the basic movement and using interactables seems pretty one-dimensional. 99% of the time you can only move left or right which means you have less control than Super Mario Bros. (I don't know if items will become way more common in later levels)

From the comments, I think you just introduced rotating and movement as two separate keys for that one selection? Obviously you know what you're doing with your game more than me but I'd suggest just making that the only option and leaning more towards that Trials/Happy Wheels kind of thing. I'd want to be able to rotate on the ground, do wheelies and have to really care about managing my weight and rotational velocity, and hitting slopes correctly.

I also really didn't like how the rotation speed in the air takes a moment to kick in and then has no velocity/inertia. It would probably feel way more satisfying if it just increased in speed the whole time you were holding it (with a speed cap or friction so you can't rotate TOO fast). And then had inertia so you really had to line yourself up with the ground before landing, basically like Trials/etc.

It could just be that you're trying to make a fairly casual game and it's just not for me, though.  These are mostly all suggestions to add depth (and the possibility for frustration) that you might not want in your game.

Gameplay video here:

(+1)

Thanks for the honest feedback, its really appreciated. And the video is great too, super helpful.

It is hard make a game that is fun for both advanced gamers like yourself and the general audience. The approach I'm trying to do is Nintendo's newer approach with games like Mario Odyssey -- make a game that is very easy for beginners and casual gamers, then add in extra optional challenges for advanced players. That's what the space rocks and other paths are supposed to test, advanced execution of mechanics.

You are right that the gameplay is 1 dimensional -- at the moment, you can just move left and right and interact with things. I think this is OK for the first level, as you don't want to overwhelm the player with mechanics. The fact that you breezed through it is a good sign, as advanced gamers breeze through sonic 1-1 and mario 1-1 and get challenged in later levels. Future levels are planned to use a spring item & a rocket booster item to add more verticality and complexity. I'm choosing to drip-feed in these things slowly, saving for later levels as the player gets used to it.

Balance and rotational inertia are fun for trials/happy wheels type games. I guess I'm aiming for a simpler game and trying to straddle that awkward balance of a platformer and a racing game. Going for more of a Tony Hawk style. I will definitely decrease the air time to rotate though, I think you're right on.

Again, thanks for the feedback. I have a lot to reflect upon and improve upon before next DD, cheers.