For as cute as this looks (and as nostalgic as it is to see Kerrigan after LegendaryFrog has been MIA for so long,) it's just not that fun to play. The different tricks are identical gameplay-wise, as they take the same amount of time to execute, and most importantly you don't bail if you're doing a trick when you land. This makes the game extremely low stakes, as you pretty much can't lose unless you attempt flips.
Some suggestions:
- Basic game balancing would dictate that each of the tricks has a start and end lag, with the slower tricks having the greatest point payout, such that you execute (and finish) a trick BEFORE landing, otherwise you bail. The size of the jump would then determine when to use each of these tricks.
- Make linked tricks multiplicative rather than additive to incentivize players to take the risk of chaining tricks back to back. Show a timer for how long the player has until their combo runs out, and don't let the player do two of the same trick consecutively (otherwise the player will use the fastest trick repeatedly to get an infinite combo.)
- A bounty system where the game asks the player to perform a combo with several specific tricks in it would also help add a sense of tension to the game.
- Make the camera zoom out, especially when the player becomes airborne, so that the player can more accurately assess how much hangtime they're going to get.
- Make the slope only have a finite distance, so that the player is incentivized to take more risks in order to achieve a high score. If the slope is infinite, the best way to get a high score is to take no risks at all.
As for things not related to the game balance, I noticed a glitch where the game didn't recognize that I had already purchased some characters, asking me to buy ALL of the characters with money I didn't have and thus making the game impossible to play. The characters, while well-drawn, all play identically to one another. The game itself has a pretty low framerate and the slow animations only exacerbate a feeling of slowness to a game that should be anything but. Last, the controls are a bit too responsive and make this feel more like a platformer than a snowboarding game. The jump specifically weirds me out, I think holding and releasing to jump higher might make more sense.