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I do have to comment on this because it irks me as a game designer: The new controls are not bad but they also aren't an end-all be-all for how this game should control. "Hold vs Tap" is a large part of accessibility control bindings as much as "Use modifier key" is. What we're really doing here is swapping from one system to another in a world where both systems should be optional because it boils down to what the player is able to do within their physical limitations; aka accessibility.

There is an argument to be made about those of us who have played for hundreds of hours and are used to one system over the other but we need to set that aside and understand that there are simply people who have an easier time separating actions based on "Use modifier" instead of "Hold vs tap." If I played 500 hours of the game using the new hold controls and then was forced into changing to the modifier control, I would be elated because I personally prefer *never* having to hold a key down if I don't have to, as keeping a muscle engaged that is typically not engaged is how some people get inflammation. This is why I'll be on the forefront of complaining when any game doesn't have a toggle crouch, toggle ADS, or toggle sprint option. BTW, where's toggle sprint in VotV? ;)

In any case, I know a modder is already likely going to look into this, so hold your breath and keep an eye on the Thunderstore.

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this one. I tried getting into the game before, and rage quit because the controls were abysmal to me. People are attacking tap vs hold, when it should be about options. make a presets tab. Add holding keys, and tab shift alt ctrl modifiers, and people can go wild if they want, or keep the old/new controls.

As stated the real arguement is not about tap vs hold, but pretending that it is: it may not be more efficient, but I'm not very efficient. I'm having a lot of fun playing this game very casually, I'd argue the game is designed around casual play! And it provably made the game more accessible for people like me that don't want a steeper learning curve for some promised higher payout. Yet again though, some people do, and it should always remain an option, some people find more buttons with no multi-functions more accessible. 

After that and ironing out the controls a little more, while keeping all previous options available as presets, the tutorial needs a complete overhaul imo. I'm not good enough at game design to tell you what it needs but I didn't retain any of it. Perhaps too dense, yet also too boring at the same time, additionally missing broader concepts, it needs an example of the gameplay loop, I was floundering on day 1 on baby easy mode half speed.

Not much of a gamer but I love this game a lot and want to see everyone able to play it how they want :]

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old comment though, has it been fixed yet? I've never checked the keybinds