Lots of game dev work done. Time for some more public stuff!
All future progress regarding this game will be over here.
But I will also blurb about it on twitter.
A link to the current playable web version is at the bottom of the post.

Integrated tutorial
I had already tried to make the beginning of the game easier one week after the jam, by making an edible berry always appear second while below a score threshold. But that’s not enough. You could still boost past that range, completely oppressing the spawn, or ignore/avoid it like an obstacle. Not to mention possibly getting there and past it without learning how to jump (although this berry would spawn in the center, so there was intention to teach jumping with it).
Now the very first berry will always be a spiked one, spawning on the left or right side and forcing the player to jump. There is no getting past it without learning this. The second berry is again a red one. However this time it will stay floating on screen until you either eat it or manage to ignite on your own by tapping rapidly. This way players cannot continue without reaching ignition speeds at least once. Additionally, by floating up and down in relation to the players speed it also serves as another visual indicator to how inputs affect speed. A tap towards or landing high on a wall will make it inch downwards, indicating that you are slowly overtaking it, while loosing speed will make it float back up.
There is still more I want to teach like that, both before and after these (jumping, accelerating, boosting).

Speed perception
This is another aspect I immediately expanded on after the first week by adding a speed meter below the score. Still you cannot really have too many feedback sources (only too prominent/over stimulating ones), so I finally added some parallax scrolling. These two extra wall layers only really cover the sub ignition speed though, so I will likely add at least one much slower layer (clouds or berries in the background perhaps).
This goes on top of squishing the character, camera shake and audio pitching.

Game play depth
This section may seem a bit weird for such a simple game, but I really like simple games that contain some hidden depth. Some of it should better be taught, such as being able to control your direction and entirely stop movement mid jump (most players I watched discovered this on their own, but a lot of them took quite some time), while other features may be a fun detail to discover without directed guidance. Since the initial prototype you could for example always unfold the beetle during a jump by holding both directions. This increases the hit box, which is good for reaching berries and bad for squeezing past spikes. A new feature adding a lot of depth is being able to remove spikes from edible berries by kicking another spiked berry into them.
Future features and inspiration
There is quite a long list of games that are inspiring this on some level. I’ve had the most prominent ones occupy the new local high score list (which auto saves on the standalone build as well as viewing the web iframe content directly). Can you guess how each of them will influence my work?
I will be posting about it once I get to work on those features.

So long …
here is the “secret” itch.io page
Once I got that polished enough to be published to the store the web build will stick around as a demo, while the downloadable versions will get more features over time.