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.
▲ 22 r/FloatLife+2 crossposts

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/

u/CarveRush-Wheel-Run — 7 days ago

Last week I asked you to test my carving game. You gave feedback — here's everything that's already in the game.

Quick follow-up from the solo dev in Tyrol: about 20 of you joined the open test within days — thank you. You didn't hold back, and that's exactly what I hoped for. Everything below shipped in the last days, updates land automatically:

  • "I spin when I don't want to" → Fixed. Tricks now only trigger on a deliberate flick — holding your steer through a jump will never spin you again.
  • "Let me roll over small stumps for style points" → It's in. Stumps spawn near the line; roll one at speed for a bonus. There's a hidden mission attached, that's all I'm saying. 🪵
  • "Ask me how I want to steer" → First launch now offers touch, swipe, buttons or gyro up front (gyro is the sleeper hit — try it).
  • Battery tuning (from watching your runs, not a request): carving rhythm now costs about half the battery it used to — the mechanic should punish greed, not good riding. Bonus batteries sit closer to the line and the HUD tells you which side the next one is on.
  • Leaderboard names: after a new personal best the game now asks for your rider name right on the results screen. The top-10 list finally has faces — beat "Rommi" (that's me, and I'd honestly love to see it).

Still open from your feedback: charging stations as mid-run checkpoints — that one needs the next world (uphill forest road, in the works).

Not testing yet? Android: → carverush.app/beta?src=reddit (iPhone riders: there's an email signup behind the same link — TestFlight is coming.)

u/CarveRush-Wheel-Run — 10 days ago
▲ 21 r/FloatwheelTeam+2 crossposts

I ride a onewheel and no mobile game exists for us – so I built one. Carving runner with battery, overheat & pushback. Beta testers wanted 🏔️

I ride a onewheel and was tired that no game exists for us – so I spent the summer building one. Looking for Android beta testers 🏔️

Fellow float enthusiasts – solo dev from the Austrian Alps here, and a rider. Every runner game out there is skateboards and trains, so I built the game I wanted: an endless carving runner where you ride a one-wheel board through alpine terrain. It has the stuff only we care about: battery management with regen on downhills, overheating when you push too hard, and yes – pushback before the nosedive. Carving clean S-lines is literally faster than riding straight.

https://reddit.com/link/1vhh25f/video/k490sl12mwhh1/player

Two worlds are playable (alpine meadow + snow). I'd love 20–30 riders to test the feel before launch: does the carving feel like floating to you? Opt-in link in the comments, takes one tap. Feedback brutally honest please – you're the people this is for. I'll also run a vote here on which world gets built next.

Game info: https://carverush.com/

Link for download: https://carverush.app/beta?src=reddit

reddit.com
u/CarveRush-Wheel-Run — 13 days ago