This is a case where looking authentic hurts the game. There's too few angles represented on the bike. That's gb accurate, yes, but it makes the controls feel super laggy. Tapping the dpad doesn't result in any visible changes in angle, you gotta "feel" it. And that's sometimes not enough, a lot of the challenge comes just from that.
If you double the angles the bike has, this will feel 100% better. Just my 2 cents. Cool game!
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Thank you for the feedback!
Adding more frames to represent rotation is definitely a solution to make the game feel more responsive. I will definitely do that if I ever need to map rotations to low resolutions again.
If I would do a game like this again, I would also try to represent the rider on the bike (like in a typical Trials-game) and whether he is leaning forward/backward. That should make everything feel a lot snappier.