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I am glad the developers didn't try to cater to impatient "players like you". Would have made the game a milquetoast experience
You make it through the demo and very far into the game without "jumping" at all. The controls are very open
A "milquetoast"? What does it have to do with bread?
Anyway in 2024 and when you are an adult with an active life you cannot really have the luxury to waste time only to be able to start a game.
I cannot blame people using guides or walkthroughs for retro games either.
A good game is supposed to be intuitive at first, not having weird mechanics that aren't obvious.
Isn't there a prompt telling you how to do that jump in the first level?
In the first Demo you had to press the boost button then halfway the brake one but glad that the release decided to only press the same button twice and the brake does a backflip instead or else it would've been quite annoying.
The more you play the better you'll get. Don't give up.
Even if I fall off an edge now I can save myself with a well timed jump like PHEW!!!
The game doesn't have a progression curve per se. It doesn't have a growing strength, or many powerups to unlock. The whole progression is your skill.
We designed the game intentionally so that the experience is about discovery. We aim to bring satisfaction with increasing the player skill over time, and knowing everything from the beginning is a bit of a kill towards that. We intentionally want the player not only to discover gears around the map, but the game itself.
That's the designed experience. You might argue that chess would benefit from a bit of RNG, but the target audience wouldn't agree.
That said, thanks for the feedback. It gives us a wide vision on the audience the game is being played by, and it's good fuel for future considerations in any game we might make.
The risk that players prefer working with a jump, because of muscle memory, instead of experiencing the game as it's meant to (dashing on slopes with some occasional jump to adjust)