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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:
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!