Hello! May your ollies be high and your bailings graceful! 
 
Thanks for your questions !
1. Physics & Core Mechanics
Question 1:
"Can you define what you mean by ‘glass ceilings on ollie height, rotations, and momentum’?”
 
By “glass ceilings,” I mean the limits imposed by the game that prevent the player from performing higher or faster rotations than the game allows. In the older Skate games, height, rotation speed and momentum depended on the player’s skill and technique. Here, many tricks seem capped by internal rules that don’t reflect real skateboarding. My goal is to give full control back to the player.
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Question 2:
“Does speed only affect steep slopes?”
 
No, speed should influence all maneuvers, even on flat ground. Acceleration should depend on the push, angle, and incline of the surface, just like in Skate 1 and 2. It’s not just about going downhill: the player should feel the difference between a soft push and a strong push, even on flat terrain.
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Question 3:
“Front/back flip momentum: the player feels like they don’t control the rotation.”
 
Exactly. Flip momentum should depend on timing, intensity, and flick-stick precision. If rotation is calculated automatically by the game based on landing distance, the player loses control and the gameplay feels artificial. The goal is to restore a true sense of mastery, where the rotation corresponds to the player’s input, not the game’s calculation.
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2. Trick Set
Question:
“More tricks, advanced tricks, wallrides: Full Circle wants to master the basics first. What do you think?”
 
I understand that the studio is coding all mechanics from scratch with the Frostbite engine. But the priority should still be delivering a game that captures the depth of the series, even if that means including iconic advanced tricks from the start. Wallrides, footplants, and complex flips are essential for the gameplay to immediately feel like a true Skate game. Basics are important, but depth and variety define the series’ identity.
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6. Monetization
Question:
“If loot boxes/RNG are removed, what alternatives are there to engage players daily?”
 
The game can use daily or weekly challenges, online competitions, or creative goals in the park editor. No random loot is needed: progression can come from skill, creativity, and community recognition. Players will return to compete with others and showcase their creations, rather than chasing artificial rewards.
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Question:
“Selling real skate gear and cultural microtransactions — impact on gameplay?”
 
Microtransactions should remain cosmetic and cultural, not provide gameplay boosts. Selling real boards or apparel doesn’t affect player skill but enriches immersion and connection to skate culture. Testing graphics in-game before real-life release allows Skate to connect with the real world while staying fair to players.
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Question:
“Replay and TikTok/Shorts?”
 
Yes, integrating vertical edits or quick-share tools doesn’t change gameplay but makes it easier to share tricks and player creations, which strengthens community engagement. This isn’t forced advertising — it’s simply a tool to highlight skill.