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(1 edit)

That’s a tough question. I think it will require some trial and error and user testing. It is hard to answer that just by imagining how it would feel if it was different.

(Let’s consider the keyboard for a moment, but the controller would be analogical.) Based on what buttons I was inclined to press, I would personally try getting rid of the separate 2-axis control of the scale position and incorporate it into the movement. Since there is a separate button for jumping already, I would maybe try:

  • A - move left
  • D - move right
  • W - scale up (glide)
  • S - scale down
  • SPACE - Jump

And you’ll need one extra button, let’s say SHIFT for example, for raising the scale (as a shield) in the movement direction. So if you hold SHIFT + D, you are moving in the right direction with the scale in front of you. When you stop your movement and hold SHIFT alone, you hold the scale in front of you while stationary.

I’d try how this feels, and tweak the binding. But be aware, that this might affect the mechanics and/or level design as well. So there might be some other tweaks required.

I appreciate the suggestion, it’s something I’ll have to ponder. Removing directional blocking would kinda obviate some of the game obstacles, such as the double spike wall bounces.

Lots to think about!

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Exactly what I was worried about. But I gave the game another go and was trying to think about this and for the double spike wall bounces, I was also switching the movement direction mid-air, not only the scale orientation. Like I was actively trying to move towards the second set of spikes after the first bounce. And with the proposed controls scheme, that would mean that the scale position would switch as well with the character movement after the first bounce.

Anyway, after playing the game for a second day, I feel like I started getting used to the controls. Still a bit unnatural for me, but I could get there eventually perhaps.

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What I meant is that if the block direction matches the movement direction, much of the difficulty is removed from the double spike bounces. You would simply hold block and air-steer between them. I like having some timing aspect to master for the double bounces… but perhaps air steering is enough? I’m really not sure, tbh. Maybe I’m too attached to the idea of double bounces in the first place.

There is a specific issue with changing block directions: if blocking left and right simultaneously, you block in no direction. So if you are moving rapidly from blocking right to blocking left, if you don’t release right quickly enough, you not be blocking at all when you hit the left spike wall on a double bounce.

You definitely aren’t the only one to struggle with the controls; the goal is to have them not get in the way of the already challenging level design. I’m not sure if resolving that specific issue would be enough, or if a larger rework is necessary. I’d like to try both for a while, I think; trouble is, I can’t go updating the game post-submission!

Thanks for your thoughts!