Thank you, I'm glad the characters & effects worked out well for this idea & you liked them!
I understand you, the controls do take a bit of time to get used to. I actually did try a different control scheme, which was arrow keys/WASD, but the issue with that was when you're upside down on a wall and you press W, you will go down which basically 'inverts' the controls, it gets more weird when on the side of the walls. so to avoid such 'inversion' of controls I decided to go with SDF.
I think the best thing to do for the controls would be to have controls mapping for the abilities so every user can set the controls as per their liking! What do you think?
Viewing post in Run, Cubey, Run! jam comments
Controls mapping is nice, but you can also check for which side is the wall and make the arrow of the same direction cause the shrink and that of the opposite direction to cause the flip.
You can get the wall's direction from the character's current rotation and use them; for example if the wall is at the bottom then Down/ S button will cause shrink and Up/W will cause Flip and so on, and dash can be spacebar or the current movement direction.
Also a small script attached to each wall object with a variable defining the wall's direction and when you click an arrow/ WASD button you first check for the wall's direction from that said script and then make the effect depending on the retrieved direction.
I'd also like to see a version where I can move on my own and fight the enemies that will come out form every direction and try to overwhelm poor Cubey :D