Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I found the controls really difficult to manage, but that's not necessarily an issue. It depends if you want it to be difficult and out of control. 

I got that comment commonly during development, I did make some changes but couldn't figure out how to make the controls obviously intuitive... Thanks for reaching out!

So what’s making it hard to control is the momentum of the ship. The ship accelerates really sharply and it takes a little bit too long to initiate a turn relative to the speed it’s travelling at. As a result, rather than gently steering around obstacles, it shoots way too far to the side and then you have to constantly try to avoid overcorrecting and careening into a wall.

The solution is probably to reduce the rate of acceleration and thus momentum of the ship. Run some playtests with different acceleration and speed variables and see how it goes.

(+1)

I designed the movement to be that way to be analog to a real ship's movement. To make it more controlled I implemented the X button, which slows you down, at a cost: you are easier to hit.
Maybe a way to fix this problem would be to add a fixed top-speed, in which when it is reached, no more accelerating is done.

(+1)

That could help. And like I said in the first comment, it's also okay to just keep it and let it be difficult. You're right that it feels like captaining a ship on a super windy day, and if that's what you want, you're good.