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* Regarding the Auto grab option, it behaves the way it does to allow playing without pressing the grab button. There are situations where it's ambiguous what the player wants to do, and I didn't want to make any decisions for them. For example, if the player is facing down and there's a block directly to the right of them, it's unclear if they'll want to push or pull the block when moving right to face it. Later levels generally require more pulling than earlier ones.
* To expand on the letting go delay: in earlier builds this delay didn't exist, making it extremely hard to pull blocks with Auto grab without accidentally pushing them.
* Widescreen support would unfortunately require significant changes since the background isn't the same for all game states (title screen, overworld map, different world backgrounds, etc). I can look more into how much this would affect the game (UI, etc).
as for widescreen, it's not a dealbreaker, just surprising that you created a 4:3-only game without considering widescreen from the get-go.
and depending on how difficult and/or time-consuming it is to implement, the grab-only-for-pulling thing could be worth a shot, but if your testers and other players don't have issues with the controls, it's probably not worth bothering with.
and I get 'backspace' is too long to display in the config menu, but maybe 'backspc' would work to avoid confusion.
didn't realize undo was limited, I only tried if the move counter stops at 99 (at first I thought it did but I just happened to finish on 99 moves). 60 sounds plenty though, especially with not every step counting as a move.
as for hud settings, stats should say 'MovesTime' to match the other options.
once these get resolved, I'll edit my review to be up-to-date.
My apologies if I'm misunderstanding. Are you saying you want both keysets available again, this time both being rebindable?
defaulting the arrow keys would also work, I'm sure that's what most people would try when they first start the game, then they can change it to wasd if they want, but it'd still leave menu navigation awkward.
that's a good question. I guess it can be confusing either way. I think the way the game is played, arrows make more sense, since there's no mouse, but various other keys are necessary to grab, undo and restart, but they can be changed now if somebody prefers wasd, so it shouldn't be a problem, and if they change to wasd themselves, they wouldn't expect arrows to work in the menu either. probably.
why can't the second keyset be changed? there could be a single controls screen with main and alternatives to be set? main controls are arrows, alternative is wasd, main undo is backspace, alternative is u, etc. so both would work, just like with 2 keysets, but both could be changed if necessary.