Welcome to the community! Code wise I think you did an amazing job, I didn’t encounter bugs and the game works perfectly.
If you want feedback on game design, well, this might get a little tough, if you can take criticism then keep reading, if you don’t then don’t read the next paragraph, I’m warning you because taking criticism after spending so much time working on a particular project can be hard.
First of all, the more you put into a game the more “negative feedback” you’ll get, that’s perfectly fine and actually pretty normal, it’s also better for your learning experience, so keep at it.
There are several issues with your game from game a design perspective, if you aren’t interested in this topic then don’t read this. I’ll point out all the flaws first, then I’ll make some suggestions one how to make your game even better:
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The level design is bold, you obviously took a lot of risks and make things quite beyond what I’ve seen in many, many, boost projects, the issue with that, is that you obviously got way too excited too quickly. The game starts with extremely simple levels, then the makes a HUGE jump to a big level with a turret trying to takes us down and then another HUGE jump to an exploration level. You are introducing and taking away mechanics just for the sake of it. Nothing wrong with experimenting, but introducing new threats in huge levels is unfair for the player, it also makes the game feel inconsistent.
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The exploration level with the street is amazing, but it’s design is pretty poor, I’m not talking about the layout, but how there are so many places that can kill the player without giving a heads up, I’m talking about those invisible walls that are all over the place, I know why you placed them, but, again, it’s unfair for the player, the same goes for the randomness of the cars, the player can’t know when it’s safe to pass, it’s a full speed bet, not fun, just frustrating.
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The gears level is pretty boring, it’s just going from one gear to the other, but it also makes the same mistake as the street level, it’s hard to tell where to go, I kept going in circles trying to find the exit, again, not fun, just repetitive, I spent like 5 minutes in that level without dying once.
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The next level, the one with all the fans makes one of the most common mistakes most project boost do, perspective and speed, the second and third fans move way too fast and it’s hard to tell when it’s safe to move due to camera perspective. I actually got pretty frustrated after that, I died like 30 times, I didn’t finish your game, which is also feddback.
Now onto some suggestions;
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Make more simple, introductory levels, before taking the player to this huge challenges that feel like boss battles. I highly recommend this videos that talk about level design and mechanics, how to introduce them and how to reuse them properly. He talks about platform games, but you can easily translate it into your game.
https://www.youtube.com/watch?v=Ea6XJRqHUU4
https://www.youtube.com/watch?v=JqHcE6B4OP4
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I really get why you put those invisible walls instead of visible ones, it breaks the look and atmosphere, the cars would be passing through walls making everything look weird. There’s a simple and elegant solution for this without making everything look like a cheap game. Add a stop sign, big red stop sign, the player might die a first time, but not a second time, the player will connect the dots on it’s own. Also add a ceiling or something to those huge gaps that also kill the player.
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Random cars. This issue can be very complex to fix depending on what you want. If you want randomness then make sure that there’s still a pattern, for instance, if a red car passed by then a Van will follow. If you don’t want randomness then a green, yellow, red car followed by a van can work too. Basically, make the red cars a warning for the player, again, the player might die once, even twice, but the idea will get through eventually.
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The gears level is tiring and boring, add a little variety to it, I highly recommend looking into how Nintendo design levels for Mario, it’s usually a patter that I called CRRR, Challenge - Reward - Rest- Repeat. After going through some gears add a little extra, something fun for the player to enjoy before going to the next set of gears, so it doesn’t feel like a grind (hehe…), it also makes the path the player should follow more obvious without the need of using arrows or hand-holding mechanisms.
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Last but not least, the level with the fans. Separate the sphere just a tiny bit, I mean like 0.1 floats, it’s sounds ridiculous but believe me, it would make a HUGE difference. Then unto the fans, that’s actually absurdly hard to fix because it depends on the camera’s perspective and cannot be easily fixed and slowing down the fans doesn’t actually help, it probably will make it even more frustrating. My suggestion would be to add some sort of animation or object that tells the player when is safe to pass, like a light that changes it’s color when it’s safe or unsafe to pass or something like that.