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.
It’s funny—I also wrongly assumed that the controls required me to tilt my phone and died instantly. It does say right there on the main screen “drag your thumb anywhere on the screen” but I didn’t know what “Arrows and A/D” meant. I don’t really play games on my phone very often…
Damn. I keep falling into this weird visual trance after about 4000 where I can't focus on the ball anymore and it ends up in the periphery of where I'm looking.
Playing that game reminded me of the level of concentration I needed to beat the levels in Battletoads in Battlemaniacs on the SNES. (I never played the NES version.)
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.
So it was HTML5 from the very beginning, but started out very crude and rudimentary. Got the gameplay right first, then polished, polished, polished.