I tried it. Joining the group gave me the option of joining anonymously, so that was easy. Installing from the Play Store just worked once I was able to join.
My biggest issue was that the controls being in the corner as a historic didn't make any intuitive sense for me, so I kept going in directives I didn't anticipate. I have no idea what the "🎥+" button is for, but it gets in the way of having centre-of-screen controls, which would mean dragging to the left actually moves left instead of still being up/down because I didn't go left enough to get past the midline if the joystick.
Are you left handed, btw? Because it's weird to have the default control on the left side of the screen. I'd suggest the following UI changes:
- Default: centre control, no video+ whatever button
- Options for right-joystick or left joystick.
- Change the default for horizontal orientation devices, or tablets, to default to right-have-side control with options for left or centre controls
- The right- and left-hand-side joystick should be moved more centrally to give more space to go to the outside edge of the joystick
- Whatever the video+ thing is should be explained. Does it Trevor video of your attempt, I'm guessing, in the hopes it will go viral? In that case, it should have options:
- Record every run
- Record only daily runs
- Keep n most recent daily run recordings
- Keep m most recent random run recordings
- The graphics are a bit too simplistic. Some lighting would help, I expect. I get that you're going for a clean aesthetic, but the ball doesn't have any roll animation. If it was something like an 8-ball, then there would be a sense of speed and rotation as the texture rotates—granted, that greatly expands the scope of your engine. I haven't ever tried animating a sphere, but maybe take some cues from other genres to see how they impart a sense of motion instead of what could be a static sprite.
My biggest challenge with the concept is that the 3D view + first red walls doesn't allow seeing enough of the maze to give a realistic chance at skill affecting some maze solutions—important parts of the maze are a blur of light/medium red, so it's impossible to quickly scan for blocking walls between the start and the exit, so it's impossible to use skill to win.
Instead, fast run times depend on luck—if you go in the wrong direction right at the start, you can be screwed, and because you can't even see the exit as you move towards the side corners, you have no way of using skill to resolve this until you've wasted as long as it takes to fully solve the needed the correct way (and then it feels extra shitty to need to backtrack, eating even more time).
So, when I have a great run, I'm not proud of the score because it was lucky. And when I have a really bad run, it's just frustrating.
The visuals need to be clear enough from the start that it's actually a skill game, for your conveyor to work. A higher camera angle? Or maybe start with a 1-second animation that drops the ball, with the camera angle pointing down, then increasingly flat as it falls, until it ends with something similar to what you have now. Then there's a quick chance to scan the maze before the run starts.
The red-on-red needs higher contrast, too. It's frustrating and inaccessible for gamers with visual challenges. I'm not a designer, so idk about colour theory too much, but the walls and top of the maze you need to run through a contrast checker, imho, and maybe use Canva's colour wheel complimentary colour picker or a palette from Lospec to get colors that gel.
It has potential, but it takes flat in its current iteration, imho.
I hope that feedback is helpful!