• Had some fun! One suggestion:

    Track generation needs a slightly longer bit at the start that is straight, wide and has no obstacles.

    The reason for this is the way the touchscreen controls work (exclusively played on phone with touchscreen). They are surprising to at least me, but possibly to a lot of people who have played mobile games. I was expecting it to be like a virtual joystick - wherever you put your finger down is the reference and then you are steering relative to that. The problem I'm having is that it's really hard to put my finger down at the start of the run and not have an immediate swerve of the ball. When you're on narrow track (or effectively narrow track due to an obstacle) like today a large proportion of the time I immediately died before I was in control of my ball.

    AFTER that the controls work well and I really like them. They give more precision than a "virtual joystick" would. But I think they need explaining ("ball goes towards finger") and allowance to get in control at the start.

    • That's such a great, fair point. I'm going to incorporate that one right away! Thank you!
  • That's impressive... how long did it take you? How much did you have to check the model's work? What frameworks did you use?
    • Just one week of constant iterations (I lost count). Just Claude Opus conversations, it built the whole thing.

      So it was HTML5 from the very beginning, but started out very crude and rudimentary. Got the gameplay right first, then polished, polished, polished.

  • Fun! Top 100 daily leaderboard?
    • Ok I'll start one here, I got 23763 on track #665 :)
  • Thanks, really enjoying it!
  • Cool, minimalist. I lke it
  • This is addictive.