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#1 |
![]() Join Date: Dec 2009
Reputation: 41
Posts: 169
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Anyone else think there's an issue with movement control?
Or maybe the game is just designed this way, I don't know.
I think what makes this game so hard is that movement is so touchy. Specifically, you don't actually stop when you release the stick/move key, but rather "skid" to a stop (albeit a short skid). This makes it exceedingly difficult to move a short, calculated distance, which is essentially an artificial increase in difficulty artificially, which I find kind of disappointing. I should also note that it doesn't really seem like input delay, because the other controls (initiating movement and inverting gravity) are perfectly immediate. Does anyone else see this or am I wrong here? Thanks! Great game, btw!
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#2 |
![]() Join Date: Jun 2009
Reputation: 710
Posts: 3,482
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I think the gentle skid after movement is meant to be there as an added bit of difficulty.
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#3 | |
![]() Join Date: Jul 2010
Reputation: 23
Posts: 475
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Quote:
@OP if you are looking for a precision platformer, super meat boy will be around on steam in about a month, i would recommend you to look out for that game.
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#4 |
![]() Join Date: Dec 2009
Reputation: 41
Posts: 169
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Well, at least I know I'm not crazy! Y'know, for the most part.
![]() It certainly does make the game a lot harder though. I'm pretty sure the majority of my (many, many, many...) deaths have been as a result of moving too far and walking/skidding off the edge of a platform. I'm glad the game isn't easy though. Makes me feel super cool for having beaten it. And, again, a little crazy.
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#5 |
![]() Join Date: Mar 2010
Reputation: 11
Posts: 504
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Yep, just a bit of skid/ice feet makes it that much more interesting/frustrating. Especially near the end when you don't have much to land on.
(and yeah, really looking forward to SMB in a few weeks!) |
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#6 |
![]() Join Date: May 2009
Reputation: 75
Posts: 517
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I agree with the OP that the controls are too 'floaty'
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#7 |
![]() Join Date: Jul 2010
Reputation: 23
Posts: 475
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check out super meat boy.
captian viridian is playable! |
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#8 |
![]() Join Date: Jun 2009
Reputation: 0
Posts: 61
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Yeah the controls do I have that slippery feeling but I believe it makes the game more challenging
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#9 |
![]() Join Date: Jun 2008
Reputation: 35
Posts: 846
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It's just the way how characters move in oldschool 2d platformers. Ever played mario bros? The "skidding" (movement acceleration/deceleration) is actually pretty moderate in vvvvv. However the comparatively fast movement speed makes it more noticable.
Last edited by bäm!: 12-14-2010 at 02:26 PM. |
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#10 |
![]() Join Date: Jan 2009
Reputation: 195
Posts: 289
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I think the bigger issue is that you often have to move diagonally, even though there's no true diagonal movement in the game
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#11 |
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Banned
Join Date: Jan 2009
Reputation: 1264
Posts: 3,748
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Same here, op, The input lag and sliding around so much makes it almost pointless in fast moving areas.
Diagonally movement is almost shot and on the "tower" part its borderline chore to get it right. Making it more challenging is subjective as it doesn't make the game harder, it makes the item your controlling harder to control. (You don't see a car game only giving the car two wheels to make the game harder) Rework the almost laughable controls and it would be a good game. |
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#12 |
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Guest
Posts: n/a
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Could anyone list out the different keyboard keys you can use? I played the demo last night and am trying to remember, I know you can:
Use arrow keys left and right for movement Use A and D for left and right movement Z, C, or Space for Action But I recall a TV monitor telling me you can use Up or Down arrow keys for action, does that mean up for up and down for down, or will merely one of them toggle between up and down I ask because the keyboard I am using is tiny and I'm wondering what the most comfortable way for me to play is |
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#13 |
![]() Join Date: Aug 2005
Reputation: 2346
Posts: 4,900
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I hated mario and most platformers from an early age, ( I grew up with a c64) as I have zero co-ordination, my fingers doesn't do what my brain requests, and not in time anyway...and the slides that these character have.....WHYY!!!!
to add salt onto the wounds, i was playing on a wireless keyboard ![]() well over a 1200, and a 3.5 hours for game completion and 16 trinkets. (i didn't learn about the save game option until the third hour so many times I quit and then restarted at a teleporter lol) Do as I say - not as I do, suffered much from the slide factor, a save point in that room on the far side could have save much trouble. but this is where the game philosphy of infinite lives and constant save points won me over. You just have that "puzzle" at hand, and NOTHING to stop you/distract you, aside from your own self. |
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#14 |
![]() Join Date: Feb 2009
Reputation: 749
Posts: 3,024
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There is slight input lag in windowed mode (it doesn't appear to be there in fullscreen mode)
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#15 |
![]() Join Date: Aug 2005
Reputation: 2346
Posts: 4,900
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Hehehe, I just played the game for the first time on a normal (not wireless) keyboard.....
Oh the difference. You don't feel it in something like an fps, but vvvvvv...omg!!! Within 5 minutes of having a proper keyboard I was two rooms further into getting my last trinket (the one no-one would get, apparently, and yet they have done) |
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