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Thank for trying it out!

Actually, I could have designed way more patterns (each pattern comprises one or several sections), but I was afraid coming up with unbeatable ones, and out of testing, I was treated with some reasonably difficult levels; for example, I got an ascending one that was not that obvious and required carefulness. If you feel the level is not challenging enough, you can keep generating others until you are satisfied; I figured the random generation was a cunning design workaround (both for difficulty and variety). ;) I agree this is an aspect of the game that could be enhanced.

On a side note, I even programmed a loop-the-loop section (I intended putting one obligatory looping right before the end!), but I realized you could pass it only with small enough gravity, which would then make the descending slopes less fast and thrilling, and make climbing more ‘regular’/common slopes too easily. Tweaking the physics parameters is a bit of a challenge, I was happy with the way the game played, so I did not dare changing anything again, seeing that perfect is the enemy of good. X)

Nerd time: More generally, my system allows me to put any mathematical function with 2D values (f(t) = (x ; y)), not only merely ascending x, which is why I can have loop-the-loops. The whole trajectory is defined analytically! :)