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报告翻译问题
I have to agree with this statement. Practice increases muscle memory and the more you play, the better you'll get and the longer you'll make runs eventually. It could be a quick or gradual process, or it could peak at some point I guess. Challenging your friends is always fun too. :)
Talking about mouse motions, not mouse buttons, obviously. The idea of analogue controls. That's been the topic here this whole time.
Unless you were joking that's a little silly, they'd have to rename the game to Super Heptagon, which doesn't have the same ring to it.
I'm not sure why there would be a benefit of mouse movement to mouse clicks being that the movement of the hero/cursor/what have you, would still be exactly the same. Clicks versus movement should in theory provide more control being that movement is subject to DPI, acceleration, and a ton of factors that would just make this game more difficult for most people.
After playing for longer though, and getting better at the controls, they do start to become more intuitive, as a few people have pointed out.
Because of the extreme pace of the game it's become clear to me keeping the controls extremely simple i.e. on/off (start/stop) is the only way to ensure success. The comments about acceleration/deceleration are completely valid. In the end, a more analog style control would actually slow you down overall.
That said, it would be cool if a track-ball controller would work well with this game.
Or like Tempest, which uses a spinner knob type thing.
Of course, when using keyboard (or mouse clicks) a "half-speed" modifier may be helpful to increase precision in certain instances. However, it's likely just a substitute for good timing.
Perhaps the thing that maybe most frustrating for me now is the problem of overshooting/undershooting your target. Clearly, to master the game you must be always looking at the bigger picture. But when you do this, it's not uncommon to lose track of where your cursor is located inside the wedge. So, typically when your cursor is right on the border between two wedges, you'll often end up moving too far, or move not enough, to successfully enter the next wedge.