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Zgłoś problem z tłumaczeniem
'First maps' are always tricky to give feedback on; there's some good here. The obstacles aren't placed unfairly and give enough time for the player to react to them. You also avoided the trap a lot of first builders fall into of making the obstacles the same colour as the track; contrast is good.
The track is bright enough to see where you're going and leads the player well - mostly.
I don't know if it's a killgrid or an invisible wall that stops the player jumping tracks at the start, but that's something you want to avoid doing. Distance is very much a game where people expect to be able to go anywhere they can see - so killgrids should be kept to a minimum and should never be invisible, that's an easy way to get dislikes.