![]() However, it's likely just a substitute for good timing. ![]() Of course, when using keyboard (or mouse clicks) a "half-speed" modifier may be helpful to increase precision in certain instances. Or like Tempest, which uses a spinner knob type thing. That said, it would be cool if a track-ball controller would work well with this game. In the end, a more analog style control would actually slow you down overall. The comments about acceleration/deceleration are completely valid. ![]() on/off (start/stop) is the only way to ensure success. Very much in agreement with you on your points.Īfter playing for longer though, and getting better at the controls, they do start to become more intuitive, as a few people have pointed out.īecause of the extreme pace of the game it's become clear to me keeping the controls extremely simple i.e. Every time I overshoot slightly but cannot adjust my position with a small counter-movement, I am reminded of the controls being imprecise, whereas in a game with good controls you shouldn't even notice the controls once you've learned them the challenge should come from overcoming the problems presented by the game itself, such as 'move your triangle left this amount before this wall hits you'.ĭusty I came to the forum as I too was surprised at the on/off style of game control. reaction times, precise movement, knowledge/experience of the game). ![]() The game shouldn't be hard due to imprecise controls, it should be hard due to the difficulty of the gameplay (i.e. Balance should never be an excuse for lacking control precision.Completely agree with this post. And hell, if it does make the game too easy, it wouldn't be too much effort to just make it harder. It wouldn't break the balance at all, you still need precise control, it's just that with a mouse you actually -have- that precise control. 引用自 Lazy Shell:Agreed 100%, this game needs mouse control using buttons I constantly over- or under-shoot because timing button holds makes turning unnecessarily inaccurate. ![]()
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