I think after the first playthrough or so, the variables are switched. I was increasing my own speed, and the enemy was catching up to me. Also, it wasn't reseting the numbers, so by the time I stopped playing, the enemy was on top of me as soon as I started. It's a neat idea, but it had some gamebreaking bugs. Also I think the random generation of the space junk is a little hard at times.
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FLOWN_THROUGH's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #1578 | 1.969 | 2.667 |
| Enjoyment | #1592 | 2.093 | 2.833 |
| Theme | #1614 | 2.093 | 2.833 |
| Gameplay | #1671 | 1.846 | 2.500 |
| Overall | #1692 | 1.908 | 2.583 |
| Audio | #1699 | 1.600 | 2.167 |
| Visuals | #1794 | 1.846 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Every time you pass a specific distance you get to choose whether you want to make yourself faster or the enemy chasing you faster. Making yourself faster makes it more difficult to dodge obstacles while making the enemy faster makes it more capable of catching up to you.
What code and assets did you not make from scratch during the jam (if any)?
Audio from pixabay.com
How many people worked on the game?1


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