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Ah, I see, they just made the motion more physically accurate for space. Not sure how to capture that in audio, but am open to suggestions. But I take your point that a) the game is already different and b) keyboard users can use different methods to achieve the same goal.

I’ll play with analogue mechanics for a possible end-of-week update. Working on some other fixes for this next one.

Hi, I can tell that there is now some consideration for analog input in both forward thrust and turning. The turning though still feels very harsh. I don't really know what words I'd use, but it feels like rotating something in your hand where there's a motion and a stop that's harsh. I guess what I'm after is a sort of more spacey feel like Elite:Dangerous with assists off where you start turning, build to a peak rotational velocity, then when you let go of the stick or the arrows, your rotation slows down until it stops.


This type of movement is what's going to let players come in and clear the big ones entirely in a smooth maneuver. It's the sort of thing that makes you feel like you're piloting something because there's a bit of momentum carrying you through a turn. so if I come in on a big rock and fire, and it splits left of me, I'm going to start a left turn and learn the mechanics of when to let off so I fire at the right points to blast them all in one single smooth motion..


Right now, it's very stilted and stiff feeling. Definitely playable, but not as the original Asteroids felt.