Just a little update:
First of all, when I said the gameplay will be slower paced, I lied 
One of the good things about the first Hyper Blazer was its challenge and sense of speed, so I decided to stick with that. I’ll just have to be more careful with level design to not make players give up too soon.
There are now multiple levels (still just place-holders to test things out), and I’ve implemented the tiles from the original trailblazer.
I’m testing now on PC and a Nexus 7 tablet, and this tablet is quite close to Ouya in specs (I’d like to ultimately release this on Ouya too because that seems it could be the best platform to play this on).
That said, it (surprisingly tbh) plays quite well on a Nexus 7 with touch controls. I think I’ve come to an implementation of a ‘virtual stick’ that actually works quite well.
Performance is not bad on the Nexus 7, but I’m also already a bit struggling to keep things at 60fps. I’ve now implemented some optimisations to the road layer so that it merges similar tiles to one larger tile in geometry, and that helps a lot.
For now the framerate is still a quite stable 60fps (I’m logging each frame drop), but I’ll also have to be more careful with throwing around alpha blending everywhere if I want to keep it that way.
I’m also making the camera more dynamic; the fov now depends on your speed, which is quite a neat effect and for example I’m also planning to make the camera go down when you’re going under things (which is quite necessary since I’ve implemented this ‘skewed’ perspective now).
I’ve also added music and some sounds.
I must say I have to be careful not to churn out levels now, because on one hand it’s already quite fun to play, but on the other hand I need to work on the basic mechanics too if I want to realize what I have in mind.