I was excited to see someone took the Katamari approach to the theme (I'll admit, I fought hard with our team to use that concept, and lost). The art has a lovely consistent style. I found myself completely engrossed in the game for my short run.
I've got a lot to say about the feel of your controls for this one:
- The acceleration after impact is perfect. I have enough time to look at what I hit, plan my next move, and get back into the flow before I'm at full speed again, but it happens quickly enough that I'm not grumbling about my inability to go anywhere. - The top pace is just at the edge of my comfort level, but I enjoyed that. The speed is something that sets it apart from a true Katamari game, and maneuvering takes quite a bit of precision... - Honorable mention for the left/right adjustment, which also felt good to use. I wasn't shooting all over the place when trying to make minute adjustments, and I didn't curse a slow speed when I did need to quickly dodge a large obstacle. I think your choice of a narrow play field helped a lot here. - Your hit boxes are problematic. I would suggest shrinking the hitboxes of the trash you need to collect. The player is large enough that missing a piece of trash doesn't feel terrible, but slamming into the same car two or three times as you try to get around it is a bit frustrating. With how tight all the other controls are, this was really noticeable.
As a final note, I spent a good long time laughing at the 'music' that plays at the end. Thanks for the smile!