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(+1)

This is cool, I think you’re definitely onto something, but I couldn’t really wrap my head around curve control in a quick look.

I can’t say for sure as someone who never mastered it, but would guess it’s something to do with the bead adding (vertical-only?) spin that’s semi-independent from your current mouse movement? My instinct was that only the flick right before release would matter. Trying to flick curved shots while holding RMB got slightly more intuitive results, but then I was being killed more often by my own ricocheting shots, which are awfully punishing, to be killing you in one hit.

your instinct makes sense--what you are describing was actually our first implementation of the mechanic. the insight that you might be missing is is that it's really the accumulated speed of the bead that determines the spin. think of it like a golf club or a tennis racket maybe--first you push the mouse up to 'send it' up, then you pull the mouse down to 'whip it' down, releasing LMB at some point during that 'swing' to fire.

to get the maximum spin possible, you have to 'swing through' the center of the screen and release LMB right in the middle--that's when the bead is moving the fastest. do you think a different gif on the page or a video or something would help?

the spin is indeed vertical-only, although this is relative to how leaned you are--i.e. if you lean all the way to the side, you can spin 'horizontally', if that makes sense.

really appreciate the feedback. thank you for your time!

(+1)

Hm, I didn’t really look at the gifs too closely, I skimmed the text and mostly tried to get a feel from it through play. And yeah I guess I didn’t really clue into the ‘golf club’ thing now that I think about it – maybe because most games that would try something like that would limit you to one ball and make you hold the mouse down for the ‘pre-swing’ part? If you wanted it to be more strategic, that might make more sense, but if you want to lean into the gun-fu thing, I can see why you wouldn’t.

It’s a cool thing to be in uncharted territory though, and it may be something that could become more intuitive with some simple changes to the UI, sound, or the gun’s appearance? Perhaps some more tutorializing levels which make sure you understand one concept before moving onto the next. Otherwise the mechanics might need to be dumbed down if you don’t want it to be very niche, which is okay too, even if I’m ultimately not the audience for it, haha. Either way I hope you stick with it!

good point. there should definitely be more feedback between mouse click down and mouse click up--maybe an fov shift, gun animation, definitely a sound, blur, could even do slow motion--to indicate that you've begun a swing, are in the middle of the swing, have finished the swing. thanks again.