Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Controls feel off

A topic by theunderfold created Apr 24, 2016 Views: 1,067 Replies: 6
Viewing posts 1 to 7
(+1)

Hi! Today I downloaded and streamed your game on my channel. I really like the concept, the ambiance, the art style and even the action. My only real problems were the controls.

I started off trying to play with a X360 gamepad, but that proved an odd feat. I found that not all the functions seemed to be mapped and that when using it, the mouse was still giving the game a run for its money. I really wanted to be able to use the left stick for movement too. It felt hard to utilize the triggers, but not the left stick.

I did move to the keyboard and mouse combo, where I had the most luck. One thought I had though was that I wish where I pointed the mouse was just already aimed. It seemed counter-intuitive not to be able to move around while firing.

Minor issues were that I didn't really know what to do when the game starts. I pretty much just clicked around. I finally figured it out, but that was when I started realizing that maybe the controller wasn't going to work.

I wanted to come in and mention these things because as it's in an early alpha stage, I know you're probably looking for feedback. I really had a fun time playing the game, even with my minor issues with the controls. The style is right up my alley and I look forward to trying another iteration of it in the future. :)

Developer(+1)

Valid concerns! We highly appreciate the feedback and will do everything we can to address every item! We are always looking for not just indications of what isn't going right, but suggestions on how to make the trouble spots react more appropriately.

Makes a lot of sense. Thanks for responding! Can't wait to play future versions! I followed you all so I can keep up.

Hi,

The game looks amazing. It will definitely be one of my favorites in the future.

I was able to play the tutorial with no significant problems until I started the real game (currently using the keyboard). After the tutorial I was unable to use spacebar to aim and the game turned out very difficult to handle. I restarted several games and reinstalled 3 times now but I am unable to use aim.

Now I can't use the aim command even in the tutorial and several other combat commands. I tried using grab in the dummy to no avail. I hear the grabbing sound effect but the character only hits the dummy.

Any advice?

Developer

We have spent more time honing the controls for keyboard/mouse than we have with gamepad, so I'm surprised to hear these issues.

I'd like to know what OS you guys are using to get the glitches. We have been developing primarily on Win. 7, and have had reports of Windows 8,10 doing funky things if you try to run the standalone. We want to make sure and address every bug if we can though!

I was using Win7 at the time. I've since upgraded to Win10 and haven't had a chance to try again.

(+2)

Hi guys! Congrats on an awesome pre-alpha! Great concept, art style and gameplay. The 90s nostalgia is real- I love it!

Things I like best:

- Negotiation gameplay, the risk/reward of the extra $$ vs. the danger of getting sucker punched feels perfect. Bravo!

- Breaking moves in melee combat. Really dig the way this is working especially when you knock people off the roof.

- Code cracking and lock picking mini games are so good.

Having put some hours into the game now, some things are a little frustrating though:

1. My main complaint is that movement feels really sluggish due to the slipperyness of the ground and serious latency when changing direction. I think this makes it feel less like a high-tech robo cop character and more like a low-tech battle suit. This results in many deaths feeling unfair because you couldn't control the character properly. It really feels like it takes too long to get running from a standstill and stop after a jump.

2. Keyboard controls sometimes feel a little over complicated imho (double tap to run) and unable to be customised. Hopefully just because it's still alpha.

3. The screen is often too cluttered with information, it's really hard to know where to look at times both while travelling between levels and in combat.

4. The skill advancement, weapon and system purchases all feel too expensive early on. The grind for Requisites seems to slow at least to start with. And when equipped the difference is not that noticeable. Perhaps just more money from each mission so even small upgrades are easy to buy and equip. Just as a psychological difference earning more money plays into the addicting aspect of the game I think.

5. Tutorial is waay too long.

6. Probably just an alpha thing, but level design needs much more variety.


Just a couple of thoughts so far. Loving it on the whole. Hope to see it come to fruition.

Milo