Thank you very much! The idea I was trying to go with with the boost/rolling dynamic was to make the game more speedrunnable/exploitable in a way, I was trying to make a game you could really learn the control scheme of when I was conceptualizing it and even though the end result was a bit less interesting/polished than I'd hoped, I'm still pretty happy with it. I struggled with working out the unity camera system before and this game I just used cinemachine (with a cheap trick to create a directional vector from the camera position haha), I tried various other control schemes earlier in development but this was the most appealing to me from testing, I could have made it more advanced by adding more perpendicular vectors, etc but my physics knowledge isn't as great as it used to be.
I really enjoyed the jam, I found it way more accessible this time than the Fatal Error one I attempted making a game for. This is my first ever unity game, and first ever solo 3d project, but I have done a couple of 2d platformers/top down shooters in Construct, which gave me some foundation for using bolt, along with the brilliant official and unofficial tutorials. Funnily enough this jam I didn't refer to almost any bolt tutorials, instead looking for ways of working with stuff with unity and C# and adapting that to what I needed, and working as a problem solver more than before. I think this ended up working amazingly well for this project.
I really hope to test out bolt some more in the community jam later this month, and I will be using it in some personal projects, probably moving completely from construct by the time my subscription ends the end of September to a unity & bolt combo. Thank you (and the rest of Ludiq) for creating and supporting such an amazing tool! I will certainly be taking part in more jams with bolt in the future, and more bolt jams if it is at all possible with schedule!