I feel like first off adding controls descriptions for keyboard would help! I saw the tooltip that said press R1 and I was like "I have no idea which control this maps to". The jarring thing about the controls on keyboard is that you can't shoot diagonally without moving. I'd assume that the aiming is handled with twin sticks, right? If that's the case, I think there are 2 routes you could go that come to mind. 1: You could make aiming happen with a mouse, while still constraining it to the 8 directions. 2: This one is a bit worse but you could have a button that locks your character in place and makes the arrow keys move.
Viewing post in A World Abandoned ... miz game jam version jam comments
aiming diagonally is mapped to Control ( maybe this gets rid of the jank and makes you give the game another shot :) , maybe ?) , and yes I should have had tutorials for keyboard controls , I will add these in a improved version in the future . I also knew about the need for keyboard tutorials , but at this point in development the final boss was bugging out and there where still no credits .
Should I have focused on accessability instead of adaptable music ? ... maybe ,
I put the controls on the game page but I guess that is not obvious enough .
For the idea with the mouse , I dont think this would work because of the way my aiming works in the game and a few abilities later on in the game .
and for the second idea , thats how it works , just not the standing in place :)
thanks for replying tho , and btw I did write a very detailed comment for your game , check it out if you want
oh sick, I'm definitely gonna give the game another shot now, it seemed really well done. And hey, little improvements that you run out of time for, that's just a part of the fun of game jams!
I'll check out the aiming with control and reserve my judgement on the aiming until then, your control system is probably better than my idea
Ok I gave it another shot and wow, I'm enjoying it a lot! I love metroidvanias and this one is no exception. I like the morph ball and how the map opens up more with each powerup. The cave area is also really cool and the music helps sell the change in scenery. You control scheme is definitely better than my suggestions, feels natural. But uhhhh I'm at the part where you get the double jump and it doesn't seem to work when I press space twice, what's the key for that?
I ended up figuring it out by randomly mashing the keyboard LMAO. Looking at the controls was probably the better way of doing it though. I got thru the cave to the icey part, and I can say that I really appreciate the coyote time on the tunnel drone parts. The cave area is excellent and fun, and I appreciate the ability to explore for extra health pickups.
The icey Getting Over It part is very frustrating, which might very well be the intention. The higher jumps seemed so tight that you couldn't make them if you jump off the edge of the platform, you can only make them by abusing coyote time. That combined with the huge amount of backtracking you need to do each time you fail a jump makes it feel very discouraging. I feel like either tight jumps or losing all your progress on a failed jump can be fine, but the combination of both is kind of unfair. I'll have to come back to it later to try and beat it.
yes the map loops into itself , now the game opens up a lot , there are a many secrets and new abilities hidden , just try exploring the old areas and memorize the map layout .
I know that this part is very slow paced , but that's a design choice i intended , if you played hollow knight for instance , this would be the part after the city of tears , where the game lets you explore almost the whole map , it is the feeling of being lost in a unknown place and slowly figuring out where things are , its that part of a metroidvania I tried to replicate , it is my first one tho , so if you really cant find anything at all I will give you a hint .
but maybe this is just me and the being lost part is not enjoyable for most people and I'm just weird ..