Posted April 27, 2025 by GameInCube
The trial is an area where players must perform a dash through a damaging obstacle.
It was not a critical problem, but one that I decided to address.
In short:
"Players were trying to play a fast-paced precision shooter without using a mouse."
Some tried to play on touchpads or mobile devices. Naturally, this wasn't an issue with the game itself, but it did highlight a few design considerations.
Feedback generally split into two groups:
For those unfamiliar with the reasoning, here's an explanation:
In a dynamic game, movement (WASD) must never be interrupted.
Available "continuous press" keys include:
Thus, only two reliable keyboard keys and two mouse buttons are practically available — a total of four actions.
Weapons were categorized by function:
The scheme:
This approach still left one critical action — the dash — unassigned.
Dashing is vital for repositioning, dodging, gaining temporary invulnerability, and engaging enemies preemptively.
As noted, removing the hand from WASD during combat is not an option. Therefore, keys like E, Q, 1, 2, 3 were unsuitable.
Ideally, an additional mouse button would be used, but not all players have mice with extra buttons.
Scrolling the mouse wheel, however, is universally available.
Thus, the dash was bound to mouse wheel up and down.
A cooldown was added to input detection to compensate for wheel inertia.
As a result, feedback like this appeared:
"It would be nice to have a way to dash without using the mouse. But the small portion I could actually play at the start was fun. Unless there was a way to change the controls and I overlooked it."
"Same thing @silly-goober22 said — please, for the sake of all touchpad users, add a way to dash without a mouse."
"Minor complaint — the mouse wheel. Could you allow binding it to another key? Otherwise, great experience."
"I experienced a failure because of the mouse wheel. Please avoid using it for critical actions. Not the best decision overall."
The solution was straightforward:
These changes completely eliminated such feedback. Since the hotfix, no further complaints regarding controls have been received.
At the same time, the original mouse wheel dash option remains available.
It remains a strong design choice: players who engage deeply with the game often rely on it as their primary method.
Controlling a character in FLOSS feels somewhat like piloting an aircraft: there are many actions, complex input sequences, non-standard situations, and only one life per level.
Reaching for distant keys is unacceptable — precise control and avoiding misinputs are absolutely critical.