Played this before.
- can't scroll the patchnotes window with a controller
- add WASD
- have a confirm dialogue on pressing exit
- game shows kb tutorial when playing with a controller, makes it seem controller is not intended
- auto select the next level on the map
- no restart button on the controller
- permanent buttons feel bad without being able to rewind time for a second
- would be nice to cycle "backwards" somehow when there's many units
- the meme trap boosts feel bad when you have to restart the whole level (1s rewind would fix this)
- would be nice to be able to put down the fairy instead of throwing
- got stuck for a long time on 2-12 (an hour?), even though you want me to go through the yellow thing on the brief moment the tongue pulls the fairy over the button, but nope, decided I'm either retarded or this is impossible and I hope it's not impossible
Quick switching makes the game much better.
Viewing post in Poke ALL Toads jam comments
Thanks for playing again!
>can't scroll the patchnotes window with a controller
That menu is more for development than as a final inclusion in the game. So it will be janky, sorry about that.
>add WASD
It was in last DD and nobody really mentioned it, so I don't know if anybody used it. Having it complicates the rebinding system a lot, so I cut it out. The arrow keys can be rebind quite easily now though.
>have a confirm dialogue on pressing exit
Sure, sounds good.
>no restart button on the controller
I was afraid people would press it randomly while playing, but I realize leaving it out was a mistake. I will bind it as default.
>permanent buttons feel bad without being able to rewind time for a second
>the meme trap boosts feel bad when you have to restart the whole level (1s rewind would fix this)
Time rebinding is very complex, I though about it but I'm not skilled enough to implement it. Now that the game has advanced so much, it is even more difficult than before.
>would be nice to cycle "backwards" somehow when there's many units
I prefer to keep it simple. Also when there are two keys to cycle, people only use one unless there are too many fairies on a level. Also regular time stop switching exist to make those situations easier.
>would be nice to be able to put down the fairy instead of throwing
That is intended and used for puzzles.
>got stuck for a long time on 2-12 (an hour?), even though you want me to go through the yellow thing on the brief moment the tongue pulls the fairy over the button, but nope, decided I'm either retarded or this is impossible and I hope it's not impossible
It is possible to beat that level, you never have to rush or do an overcomplicated action sequence. If you want a tip, here: each fairy in the level has a purpose, figuring it out is key to beat the level
>Quick switching makes the game much better.
Happy to hear that! Having both options should be the best thing on the long run.
>I prefer to keep it simple
You have about half the buttons on the controller unused, I don't what's wrong with people using only one button, but those who find it useful using both
>removed WASD
if you can't assign multiple keys to a binding, then you can leave out the WASD for rebinding, just overwrite their function if the user binds something to them, no reason to keep them unused by default
> each fairy in the level has a purpose, figuring it out is key to beat the level
Huh, do I also have to use the movement keys to beat the level?
>You have about half the buttons on the controller unused, I don't what's wrong with people using only one button, but those who find it useful using both
I prefer to reduce keys used as much as I can, but I will think about it.
>if you can't assign multiple keys to a binding, then you can leave out the WASD for rebinding, just overwrite their function if the user binds something to them, no reason to keep them unused by default
Leaving out WASD can create a lot of issues for people who want to rebind keys, specially if they are using international keyboards.
>Huh, do I also have to use the movement keys to beat the level?
Ok ok, fair. You need to press the yellow button to progress, but how do you not get catched by the toad on the top left part of the level? Is there any way to calm it down?
>Leaving out WASD can create a lot of issues
I mean you make WASD do movement by default, but not show that the keys are assigned in the options menu. You go to options, and it says W is not assigned. When you press W and it is not assigned, it moves you up. If the W is assigned to something by the player, then W no longer moves up.
>I prefer to reduce keys used as much as I can
I don't understand this at all, why force me to play how you want me to play, but also let me rebind keys. Optional functions that you never mention in the game and the player can discover hurts no one at worst and helps someone enjoy the game more at best.
>You need to press the yellow button to progress
That's the problem. I'm clearly missing something, but if you need to press the yellow button, that means one of the muscle fairies has to stay on the first island. If one has to stay, only one can move away from it, since there's no way to return. The only way to press the red button then is to throw the blue fairy on the red buttons. In that case, gates open, but you can't exit. Also, if you don't catch the reading fairy at the start, you can't use the muscle fairies, so the first move is forced. I've accepted my IQ to not be high enough for this.
>I mean you make WASD do movement by default, but not show that the keys are assigned in the options menu. You go to options, and it says W is not assigned. When you press W and it is not assigned, it moves you up. If the W is assigned to something by the player, then W no longer moves up.
I understand, but then I would need to add the other keys (poke, switch, quickswitch) and also inform the player. Then I would get asked why they cannot be rebound. It makes things confusing, so I opt to simplify it.
>I don't understand this at all, why force me to play how you want me to play, but also let me rebind keys. Optional functions that you never mention in the game and the player can discover hurts no one at worst and helps someone enjoy the game more at best.
I want to reduce keys used in case I later on have to add more functionality to the game. I have 3 of the 4 main buttons in a controller used already and I consider that precious space. Having three keys that basically do the same (switching fairies) is a tad much. Also there is the possibility of a sequel using that last button, I have plans. But like I said, I will think about it and see if there is a clean way to implement it.
>level
I realized we were speaking about different levels. The level number in the pause menu is bugged and said "12" when it shouldn't. My bad. I believe right now you are stuck in "Convenient trip". This is a level that comes later on the final game and teaches an advanced technique.
>you want me to go through the yellow thing on the brief moment the tongue pulls the fairy over the button,
With that you learned a fairy going over a button activates it. Is there another object which can be activated that way?
> Then I would get asked why they cannot be rebound.
All keys can still be rebound in this solution.
>I have 3 of the 4 main buttons in a controller used
you can do something like (hold L1 + regular quick switch button)
Feels like you're dead set on no changes, which is at least respectable I guess. Still reconsider.
Solved the level pretty easy now yeah, thanks, definitely a retard moment.