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(1 edit) (+1)

I wish controls were more responsive, sometimes it was hard to navigate. I don't understand why some coins we moving with constant speed despite my acceleration. Maybe I miss some motivation or challenge here. But great that you've finished the game

(+1)

Interesting feedback.  There's probably room here for some how showing the player what their current momentum is so it's more clear.  The player has a momentum range between gliding and diving, which maxes out at a terminal velocity.   Coins fall at their own speeds as well, with their own terminal velocities (visually distinguished by how fast they spin).   So how fast the coins go by is partially determined by how fast you are falling... this is true for all coins, but some of them are falling faster/slower relative to the player.

The floaty controls were a design choice.  Aiming to feel like what it would feel like to actually skydive, but that's definitely not for everybody.  I also considered doing a more cartoony approach (think Goku- or Iron Man-type physics), but ultimately wanted something more "realistic", in as much as that is possible in a 10 day game jam.

Thanks for checking the game out!