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翻訳の問題を報告
I am definitely going to have to use a gamepad for this one.
Bad controls can turn off people from a game before they even give it a chance. Great games have great controls. You shouldn't have to think about what key to hit - it should be as easy as thinking, "I want to move there and shoot that thing diagonally" and your fingers should be able to do it without thought (after an initial breaking in period).
With controls like this, Minecraft would probably be struggling to sell it's 1000th copy instead of more than 8 million copies right now - controls so easy that 2 first graders in this house can play it.
Look at any great game and you can pretty much guarantee that it has great controls.
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I will be rebinding my controls to be as close to the original "A Valley Without Wind."
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And it is feedback to help the dev make this game appeal to as many people as possible. This is constructive critisism.
I really liked the controls for the first one, saying it "didn't work" is just plain wrong and I have no idea where you're getting this from.
What's the problem of having a different experience playing kb+m from the controller? That's the whole point, it's 2 completely different experiences, and sometimes even worth to experiment with both, see games like Monkey Island, even being a point and click, has a full-on controller support that changes how the game is played, but it's still fun.
I'm not saying of course that the gamepad controls are perfect either, because they're not, there's no analog control (the character runs at the same speed no matter how much I nudge the analog stick, even the slightest touch will make him run like crazy) and navigating menus is extremely painful (it takes me like 5 tries to get the cursor to move in a direction)
I know the game is in "beta", considering all the information on the title screen, but I hope for some improvements on the control front. Other than that, this game has the potential to grab me just like the first one did.
Literally this x5
I thought the difficulty options were there for the purpose if it's too easy or difficult. It is solely players fault if he is steamrolling through on "easy" and gets bored.
in any case, i understand that you want to balance this, but even if we consider that the first game was unfair to console players, it's not right to make the second game unfair to pc players.
"In terms of Mario Bros. games, what if Mario had a rocket launcher he could aim in any direction? What if he had a force field he could toggle on and off periodically at will? That might be entertaining for a bit, but that would fundamentally make a different game, I think. And I don't think a better game -- for Mario, all the enemies are designed around him not having abilities like that. So to give him those abilities means the levels would be crazy easy and hollow.
On the flip side, the game Intrusion 2 uses mechanics like aim-anywhere firing, and it's a brilliant game. All the enemies are designed around the powers that your avatar has, and so everything fits together just right. But of course the character there doesn't have the movement abilities that Mario does -- if the character there had that kind of speed and jumping ability, then I suspect its mechanics would really start to break down -- in the same way Mario would if you gave the wrong weapons to him."
Basically, this is the problem. Enemies that are designed for one control method don't work well for the other control method. Either way, one or the other is deficient.
Also, I don't think that not having mouse controls is "unfair" to PC players. There are other platformers out there that don't use the mouse, and work well. And personally, I've been a PC gamer for close to 30 years, and while most games I play do, in fact, use the mouse. I found I took to this game's controls rather quickly.
Will it be somehow possible to bring the old controll sheme back with modding or sth like that?
I personally wont be playing this until it gets changed back to mouse aiming...
Sad because I absolutely loved the first game and even bought several copies as gifts. It deeply saddens me that I won't want to do the same for the second game.
In the new game, we were going for more of an old-school platformer feel. Think Metroid or Castlevania, (hence the term Metroidvania). You can't really do that type of think with a mouse and have it feel right.