"... Metal Gear?!".
If I did that I'd lose the physics-based bobbing of the boat, and the sinking effect when it's destroyed. I could, of course, code these myself, but I would sooner simply fix the boat into place horizontally, since it doesn't move (and even if I did, I could force a constant speed).
I don't use AddForce anywhere indeed, I either change the speed (over time if needed be) or in extreme (and rare) cases, the position.
On it!
Edit: My best:
My criticism:
+ Pretty relaxing, paradoxically enough.
+ Love the different random events, making it more varied on successive runs (train going by, crashing into a mart).
+ For such a short, simple loop, the music didn't get maddening.
- Almost every time I crashed, it didn't feel like I had done anything differently than in the other dozens of jumps. In particular, jumping slightly too early feels more unforgiving than it should be. Of about a dozen "deaths", in at least five I didn't know what I had done differently, and one was due to the "color change" key firing twice in a single press (maybe add a slight, fraction of second cooldown to color change). Of the ones that felt like legitimate mess ups, about half were due to not changing the color to match the block, and the other seemed like legitimate misjumps.
- If the game ramps up in difficulty, it takes far too long, especially considering you start from the beginning every time. You basically randomly die from the above issues, not because the game is actually giving you a challenge. I think you should throw sequences of blocks at the players not too far in, to make it more interesting.
- The people in the background are translucent (you can see the background behind them). They basically seem like ghosts, which is strange considering the otherwise mundane setting.
- The blocky style is nice, but it feels too "high res" if that makes any sense. It might be personal taste but I feel a blocky style like this works best when done in lower resolution. Some of the blocks here are far too small to "sell" a retro aesthetic. For a game with blocky look that I love, check out Super Time Force Ultra:
https://www.youtube.com/watch?v=Kyxrll5Bc-Q
It uses blocks and boxy shapes a lot, but it sells it very well because it has a relatively big pixel size. Smaller pixel sizes coupled with simple shapes make a game feel "cheaper", like a Flash game. Or at least that's my opinion.