I was worried about scroll inputs mainly because I can't test it with different mice. I tried using scroll inputs in another game and when showing it to some of my friend their mice would scroll so fast that it would break the game xd. So to avoid that I did it so that if you were scrolling on that frame it would move by one frame instead of moving it by how much the player scrolled since the last frame. Your idea of keeping track of how much the player scrolled could work. Maybe I would have a variable that would increase by 2 every time the player scrolled and decreased by 1 every time the player didn't and then move the object by that many position. I will try to add this later
I tried real hard to find a good write up on inertial/momentum scrolling but sadly I couldn't find anything (People seem to take it for granted these days).
The closest one I could find is a JavaScript library which adds that feature to websites: https://idiotwu.github.io/smooth-scrollbar/
Thanks for the help, I will look into it. I feel that most games always ignore the scroll wheel. It's a extra input that most players with a mouse already have. I could of used left and right keys instead of the scrolling but I thought it was more creative. It is difficult to account for because many people have different mouse sensitivities. That and accounting for stuff like framerate screen size is the hardest part of game design in my opinion. Maybe after the jam is over I could add a UI menu for scroll sensitivity if I am unable to get a scroll momentum to work.