
Took me a few minutes to understand what you guys were actually doing with this game, but damn. I have to say it was pretty cool take. Love the mechanics and ideas here.
The presentation in general was amazing, let it be visual or audio wise, but that's just par for the course for you guys at this point lol. Not to take away from it though, cus the game looks and sounds great. Also love the amount of charm that pretty much all of the characters have.
I also think it's great that the environment in general stays readable pretty much all of the time. For a game like this, even the tiniest mistakes can be deadly and even as the game progressed, I could always easily notice what remained of the track in front of me ( though I do think the colour of the track could contrast a little more from the background colour, since the parts of the track which were almost broken tended to blend in sometimes )
I do have some issues when it comes to the actual gameplay though. I think the game really needs some sort of indicator for where exactly you're going to land after a jump. Maybe a more noticeable shadow under the player or some sort of target sprite or something could help. This isn't really a problem in the beginning of a run when you have lots of space to maneuver, and so you don't really need to make precise jumps, but this problem becomes a little more apparent in later loops since it starts leaning towards being a bit of a coin toss. ( Maybe just a skill issue, but I think it's worth noting )
I also found the green wrench powerup that fixes the road to be a little useless imo. I realise that the point of the game is trying to maneuver around a mostly broken path, and also to incentivise buying the item to restore 33% of the road, but the amount of time that it's active for makes it feel a little inconsequential.
All that said, y'all cooked as usual. Wonderful job on this and kudos to everyone involved