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It's baffling to me that this isn't in there, and that not a single review I've seen complains about it.
Played for 4 and a half hour, and I'm sure a non negligeable amount of that was me struggling with menus and opening the same document 3 times trying to back out of it. Even if you're not struggling, the time spent on navigating to the right option is just wasted for no sensible reason. Using menus was clearly the most difficult puzzle so far for me.
I get that going for a game playable with a single button is a nice goal, but this isn't Cocoon, it has tons of menus and different interactions, it clearly could use an option to have a button open the current level's map, a back button and an introspect button.
If it really goes against the vision or something, at least let me deactivate B so that I don't open more docs while trying to close them...
(also, no graphical option outside of fullscreen :( and the constant "ghost" images could use an option to make them a little more transparent, it's really distracting, if the one button thing is for accessibility, there definitely should be more options like that)
Putting simple quality of life improvements like Backspace to exit menu, and mouse input would make menus way less annoying.
A few new Steam reviews do call it out, and the Kotaku review articulates it well even if it didn't bother them as much as it does me:
There's also an interview with Screen Rant[screenrant.com] talking about the intent behind the controls. Sounds like the devs really wanted to experiment with mega streamlined controls, but IMO it gets in the way of basic usability and makes the truly interesting core of the game less accessible.
To go full UI/UX designer for a minute: this seems like a great example of how there's a limit to how much you can simplify a UI before you're just shuffling around complexity. Limiting the controls to "d-pad + one button" means additional complexity bubbles up in the menu system. I reckon the increased controls-complexity of an additional button would really pay off in reduced interface-complexity. It massively reduces the cognitive load required to use the menu system while maintaining a high level of physical accessibility. (I might even argue it improves physical accessibility since it removes thousands of fiddly button presses from a playthrough)
Anyway, I'd really welcome an optional control scheme that allows for a back button. As much as I hate to, if there's no QoL news within a couple of weeks I think I'll just refund it. Even for a puzzle game on the level of Obra Dinn I don't think I can handle 16+ hours of tedious menus.
Thanks for articulating it that well, that's a reassuring sanity check :D
I had missed the Kotaku review, that's cool to see. I fell that kind of potential technical / specific issues are rarely acknowledged.
If you want that control scheme changed, make your voices count.
I never connected this... I was thinking one of the files could "corrupt" my game or something, but I guess this makes more sense, haha.
recently started playing - i _really_ like what i see so far - but im sure this will annoy the crap out of me in the long run.
i understand the idea of having just one button, that's neat. but then there has to be considerations of how the menus work - perhaps there can be a long press to close introspection regardless of menu depth, or the menus would be navigable using 'right' for confirm and 'left' for back - including exiting back to game.
in the meantime: disabling the 'b' button on controller via steam input might help with frustration a little bit.
the only way to back out of a padlock zoom you have no clues for is to input a random code? really?
the way it is currently just feels more like a bug, honestly :/