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(1 edit)

I agree, part of it is unintended:

The idea is that you move toward your target, then turn around and bump the shapes together by turning around as you slide forward.

During the forward slide you'll have a reasonable window of time to aim in case you started turning too early, which also has the advantage of boosting you forward to keep the pace up.


During development it was possible to hold RMB to remove drag while carrying a shape, which helped in this regard (as you didn't have to stay within the deadzone while aiming for finer controls) but didn't feel intuitive and went against the fast paced design (as it would lead to a slower approach by rewarding long range throws).  That's why it was removed. On a side note being unable to reliably perform long range throws plays into the blindness portion of the theme, where the speed and agility of the player are offset by the low vision range (thus having to rely on the radar) and throw inaccuracy (thus demanding precise movement from the player).

We'll soon release an updated video as people struggle with the controls at first, alongside image tutorials to showcase how the game is designed to be played.

If that doesn't help enough we'll make it easier for the player to match shapes and move around while doing so.


Thank you for your feedback. :)