Making the game controller compatible would probably require changing some gameplay elements so your response makes perfect sense. I think you could still have the shift dash and even click and drag with a controller, if the shift mode was triggered by different buttons (i.e. depending on whether you wanted to dash or move a block). However it would probably require giving up aiming the taser in favor of an Ori-type auto-aim attack, which may be unacceptable. At any rate, I'll try re-mapping the buttons in the next build and see if I can find something better for myself.
Re: the control scheme, I know wasd+mouse is standard for 3d games, but I think the extra platforming demands of 2d games, including in this case, quick, alternating a-d-a-d taps while also controlling shift and space, is a lot for one hand. That said, I acknowledge that for many people this isn't an issue at all. I'm glad it works for them. Different strokes for different folks.
I should add, the fact that I've been trying to power through it regardless should say something about the quality of the game.
One other minor qualm: I'm not a big fan of the platforming challenges that require coordination across multiple screens, especially when a mistake might mean tumbling down far and having to backtrack (seems like there are several sections like this after the second boss).
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Thanks for the reply.
I'm very glad you are trying to stick with it. It means a lot. Hopefully you can make the controls more comfortable for yourself soon.
About the sections where you can fall down a long distance; This is something that I'm very much aware of and that I also did on purpose. In past games I often had segments like this because I think it breaks up the level design quite nicely and I just like the design in general, but I can understands why people don't like it. I tried to not have too many of those sections in the game and also to not make them too punishing.
The falling between rooms became more a problem for me with inter-room shift jet puzzles. There were times when I'd get into a new room and, due to how close my character already was to the bottom of the screen, I literally couldn't get my mouse into a place within the game window that would allow me to continue in the direction I needed to go. This led to a few frustrating tumbles.