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(+1)

Thank you for the feedback.

I will change the mouse pointer to only be captured when the window is active, good call.

An options menu to invert both axis will be added down the line. I may add a temporary UI solution soon down the line because its a highly requested feature.

For gameplay and controls. My plan is to add simple tutorial playground area that teaches the  player the basics on controls before the first level. As I feel it would be hard to cram tutorials everywhere into such a small level that already has a lot going on.

Buttons prompts are designed with an Xbox controller in mind. I am unsure if Stadia uses different standards compared to Xbox so the icons may be different. 

For the pinball controls does R2/L2 (or left/right mouse button on keyboard) for each flipper sound better? I think that would work better as a more accurate pinball experience.  Not sure what I could bind the launcher to, maybe holding down?

(+1)

Glad you found the feedback helpful!

When I watched back, I saw the stadia controller actually did match the xbox buttons listed for pinball, I just forgot because I was initially trying via keyboard and then switched to controller after.

Yeah, I’d say both left bumpers for the left paddle + left click (which is already set), and both right bumpers for the right paddle + right click (not set), and then to pull back either or both X and A seems reasonable to me, I wasn’t expecting it to be a bumper so I ended up hitting just about every other button on the controller first.

I wouldn’t say you necessarily need a full-blown tutorial stage, truly a sign here and there to guide you could be sufficient, and then just intentional level design which tends to drive players to discover things in a useful order (tutorial through level design essentially). So, people will walk around, figure out jump in the first little section. Maybe ground pound is the first thing you’d want them to discover? And assume they don’t figure out wall jump right away, so you could flip around the position of the blue switch by the gate so you discover that first (you’d also need to cut off the upwards ramp on the right side as that’s an easy way out). Then if you want them to figure out wall jumping next, put some obvious feature right on the other side of the gat which shows it, maybe even some carving into the wall with arrows so visually players get the idea that “ah they want me to wall jump”. Then again, the back stone area actually conveyed that quite clearly to me, I just happened to discover the wall jumping earlier. This way, the first level becomes a tutorial, but anyone who already mastered the motions can easily wall jump past and go straight where they want. Whereas a dedicated tutorial can often feel rather heavy handed. Just my 2c of thought!