The studio had previously considered making a 3D OlliOlli, but gained inspiration for it on a prototype that let the player skate forwards and backwards.
Roll7 replaced the previous penalty of failing the level with a loss of speed alongside breaking the player's combo.
John Ribbins, the creative director of the game, says that the hand-drawn art style was inspired by Jet Set Radio and comic books.
[28] Despite criticizing the writing as having a "how do you do fellow kids" feel, The Guardian enjoyed the visuals and game feel, saying "intricate stage backgrounds make this fantastical world come alive... this kingdom of eye-popping pinks, giant donuts and hipster animals blends together to create something wonderfully warm and relaxing".
[24] Game Informer liked the stage design, especially the multiple routes the player could take through it, "Each level's various explorable paths also means you can replay them to discover new experiences and combo opportunities.