In a more recent build i had to remove the low-resolution effect due to the fact it's only possible with unity pro, and i want to revert back to regular unity. Only them i noticed how much it adds to the game. That aside, i've been experimenting with a new stage heavly influenced by f-zero, with gravity manipulation and all.
I'm really surprised how easy was to do all of this, for those wondering, this game sinply uses a tweaked version of unity's sample assets' car, which is build with just regular unity pysics.
Although, i'm sad to say you guys probably won't see more of this game anytime soon, this screenshot is form a incomplete stage and i really have to go back to spark. @Lange Well, not really, the game is supposed to run at 60+ fps in every machine. The mechanics are the result of me using only unity's basic pysics for this game, which also means that it's really easy for them to go wrong since there is a lot of factors i just don't really have any control over. No matter how i place the colliders on a object, the car will go flying after colliding with it anyway. And yeah, i didn't realise tapping the keys to turn was a thing, i guess i jsut forgot about it.