
A week and a half ago I posted a onewheel game I was building and got taken apart in the comments — in the useful way. The iPhone beta is live now, so here's where it stands.
A week and a half ago I posted a one wheel game I was building and got taken apart in the comments — in the useful way. The iPhone beta is live now, so here's where it stands.
iPhone (TestFlight, public link, no signup): https://testflight.apple.com/join/Fgu9XH1E
Android (open testing): https://play.google.com/apps/testing/at.ncn.carverush
iPhone took longer than planned, and it was my fault, not Apple's. The first builds had problems that only showed up on iOS: tilt steering was mirrored (the sensor reports gravity inverted there), the app could die if you backgrounded it mid-run, and the intro screen hung on the first launch after installing. I didn't want anyone's first ride to be that. Fixed now.
What this sub changed, since I owe you the list:
- "Tilting back doesn't let me come to a stop." Correct — and worse than reported: throttle AND brake were tilt-only, so about 86% of players never had a brake at all. There's a brake pedal in every control mode now.
- "The jump over the house is ludicrous." The jump was fine. The house was 4.6 m wide with a 4 m ridge — a garden shed. Rebuilt at 7.6 × 6.4 m, two storeys, door left at 2 m so your eye has something to measure against.
- "The gyro default is too sensitive." Dead zone and expo curve reworked.
- Riding off the trail now actually costs you speed, instead of the trail being decorative.
- Separate leaderboards per control mode — gyro riders were never going to beat touch riders on a shared board, the median gap was about 2.8×.
What's next: a third world (forest road), drops, and switch stance — asked for more than once in here, which is the strongest signal I get.
Still a beta and still rough in places. The 💬 button in the menu goes straight to me and is faster than this thread.
More game info: https://carverush.com/