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(+2)

I dead was really clever! I think separating the boulder rotation from the camera rotation would have helped the controls feel a bit more intuitive

(+1)

Thanks!

I think the reason why combining boulder rotation with camera rotation made sense to us is because there is not really a "front facing side" for a boulder, unlike a humanoid character model. As a result, decoupling the two would give you no sense of which direction "pressing forward" should imply.

Definitely something to think about though. Maybe "forward" could be "towards sisyphus", and then a separate camera rotation could be achieved.