Getting Over It with Bennett Foddy

Getting Over It with Bennett Foddy

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lé Honk Jan 7, 2018 @ 9:11am
What exactly does trackpad tuning do?
I just got the game,after watching iijeriichoii , pewdiepie and warowl play this.
After maxing out the sensitivity,I still feel the mouse moves too slow for me(I use a very small mouse pad and mouse movements,higher sensitivy suits me.).
So I turn on trackpad tuning,and the sensitivity bar drops,but I get better sensitivity.
But what did turning on this option do ?
I don't understand. Is it recommended to use this,or will I face troubles further down the line?
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Showing 1-14 of 14 comments
bennett  [developer] Jan 7, 2018 @ 12:26pm 
Yeah in my testing I determined that it is much easier to make very fine movements with a trackpad. Mouse users were getting hand cramp from trying to hold their hand very still, so I added an acceleration curve to make it less responsive to tiny movements on a mouse. It's fine if you prefer the trackpad tuning... nearly all my testers preferred the mouse tuning.
lé Honk Jan 8, 2018 @ 4:36am 
Originally posted by bennett:
Yeah in my testing I determined that it is much easier to make very fine movements with a trackpad. Mouse users were getting hand cramp from trying to hold their hand very still, so I added an acceleration curve to make it less responsive to tiny movements on a mouse. It's fine if you prefer the trackpad tuning... nearly all my testers preferred the mouse tuning.
but if it makes the game easier,is it not considered cheating ? You made the game,so you would be the best to answer this.
Belchicola Jan 10, 2018 @ 11:51am 
Originally posted by Abercrombie:
Originally posted by bennett:
Yeah in my testing I determined that it is much easier to make very fine movements with a trackpad. Mouse users were getting hand cramp from trying to hold their hand very still, so I added an acceleration curve to make it less responsive to tiny movements on a mouse. It's fine if you prefer the trackpad tuning... nearly all my testers preferred the mouse tuning.
but if it makes the game easier,is it not considered cheating ? You made the game,so you would be the best to answer this.
Of course not. All it does is make the mouse more responsive to your input. It means that you will have an easier time messing up, so you have to be more careful, but if you are precise enough and it doesn't cause hand discomfort, you may like it.
furry fempyro gf Jan 13, 2018 @ 3:36pm 
Originally posted by Abercrombie:
Originally posted by bennett:
Yeah in my testing I determined that it is much easier to make very fine movements with a trackpad. Mouse users were getting hand cramp from trying to hold their hand very still, so I added an acceleration curve to make it less responsive to tiny movements on a mouse. It's fine if you prefer the trackpad tuning... nearly all my testers preferred the mouse tuning.
but if it makes the game easier,is it not considered cheating ? You made the game,so you would be the best to answer this.

it's not cheating to have a controls setting to make the controls better for each individual player's tastes lol
buddy Jan 13, 2018 @ 4:09pm 
Originally posted by bennett:
It's fine if you prefer the trackpad tuning... nearly all my testers preferred the mouse tuning.
Your testers were morons. Nearly all of the negative reviews are from people complaining about the mouse acceleration, and most of them don't even realize they can turn it off, because you named it something weird just so people wouldn't immediately turn it off - which is what most people would do, because mouse acceleration is trash.
Last edited by buddy; Jan 13, 2018 @ 4:10pm
buddy Jan 13, 2018 @ 4:38pm 
Go ahead and check out the negative reviews, a (not so) surprisingly large amount of them are people complaining about the controls, and many of them actually use the words "mouse acceleration", or describe aspects of mouse acceleration, then go on to complain that they can't turn it off (because they don't realize they can, because the option to disable it is called "trackpad tuning").
I've been telling people in the reviews section to turn on trackpad tuning because I hope they can go on to enjoy the game. But if that crap was off by default, or if the option to disable it was at least labeled properly, I have no doubt this game would be getting a lot less hate.
Last edited by buddy; Jan 13, 2018 @ 4:39pm
Magmarock Feb 23, 2019 @ 11:42pm 
Originally posted by bennett:
Yeah in my testing I determined that it is much easier to make very fine movements with a trackpad. Mouse users were getting hand cramp from trying to hold their hand very still, so I added an acceleration curve to make it less responsive to tiny movements on a mouse. It's fine if you prefer the trackpad tuning... nearly all my testers preferred the mouse tuning.

So it's not cheating to use it? Why not just call it acceleration. Makes me think it's only for trackpads
buddy Feb 24, 2019 @ 3:44pm 
He called it that because he doesn't want you to use it, despite it being the least frustrating way to play the game.
bennett  [developer] Mar 4, 2019 @ 3:17pm 
It's recommended for trackpads. For a mouse I recommend the other way. But I didn't have 100% agreement among my testers so I made it an option.
Magmarock Mar 7, 2019 @ 12:57am 
Originally posted by buddy:
He called it that because he doesn't want you to use it, despite it being the least frustrating way to play the game.


I'd rather hear that from him directly.
Magmarock Mar 7, 2019 @ 12:58am 
Originally posted by bennett:
It's recommended for trackpads. For a mouse I recommend the other way. But I didn't have 100% agreement among my testers so I made it an option.

Why not call it acceleration though. Id Buddy correct that it's intended to be a bit of a bait trick?
bennett  [developer] Mar 7, 2019 @ 11:41am 
Everyone already has an opinion about mouse acceleration when it comes to pointing at things. But in Getting Over It you're not pointing at things, you're giving relative impulse to the hammer, so it's not the same metaphor and the same assumptions don't apply.

I did a bunch of user testing and research to figure out what would be better for most users on trackpad or mouse, and I have to condense all of that down into a menu option so people can have a good experience. What I found is that:
- most players use mouse (not a huge surprise)
- most players disable mouse acceleration for pointing games (again not a huge surprise - acceleration is annoying for pointing use)
- most players who use a mouse complain of hand cramps in Getting Over It unless acceleration is enabled.
- players generally don't want to waste time reading explanations like this one, and most will just skip over long explanatory text (I do this myself). So I need to get the idea across in one or two words.

In this situation as a designer I have to try to make sure that people are having fun and not getting hand cramp, so I need to be a little directive in how I name this setting. I could have called trackpad mode 'hand-cramp mode', but then nobody who was using a trackpad would pick it. But if I called it 'acceleration mode' then nobody ever would have picked it, mouse or trackpad.

I could have just not made it a user-accessible setting, and tried to detect if you were using a mouse or a trackpad. But actually regardless of what buddy says above, I want you to be able to play how you prefer. But there's no neutral naming here - whatever I named it would have effects on what people chose. Hence, 'trackpad mode' was what I settled on. It's not perfect, for sure - game design is full of weird tradeoffs like this.

/edit to add: I think probably most hardcore players and speedrunners prefer a pure linear response, even in this game, and it's not super surprising if they don't get hand cramp. But remember that those players are in a tiny minority. If I count pirates, there are by now about 30 million players of this game, and according to my analytics, most never get to the point where they're running the game for a second time. Only about 5% can finish the game at all. So what seems really obvious to you as a pro might be different for a newbie.
Last edited by bennett; Mar 7, 2019 @ 11:48am
Stexe May 25, 2019 @ 11:32am 
Originally posted by bennett:
Everyone already has an opinion about mouse acceleration when it comes to pointing at things. But in Getting Over It you're not pointing at things, you're giving relative impulse to the hammer, so it's not the same metaphor and the same assumptions don't apply.

I did a bunch of user testing and research to figure out what would be better for most users on trackpad or mouse, and I have to condense all of that down into a menu option so people can have a good experience. What I found is that:
- most players use mouse (not a huge surprise)
- most players disable mouse acceleration for pointing games (again not a huge surprise - acceleration is annoying for pointing use)
- most players who use a mouse complain of hand cramps in Getting Over It unless acceleration is enabled.
- players generally don't want to waste time reading explanations like this one, and most will just skip over long explanatory text (I do this myself). So I need to get the idea across in one or two words.

In this situation as a designer I have to try to make sure that people are having fun and not getting hand cramp, so I need to be a little directive in how I name this setting. I could have called trackpad mode 'hand-cramp mode', but then nobody who was using a trackpad would pick it. But if I called it 'acceleration mode' then nobody ever would have picked it, mouse or trackpad.

I could have just not made it a user-accessible setting, and tried to detect if you were using a mouse or a trackpad. But actually regardless of what buddy says above, I want you to be able to play how you prefer. But there's no neutral naming here - whatever I named it would have effects on what people chose. Hence, 'trackpad mode' was what I settled on. It's not perfect, for sure - game design is full of weird tradeoffs like this.

/edit to add: I think probably most hardcore players and speedrunners prefer a pure linear response, even in this game, and it's not super surprising if they don't get hand cramp. But remember that those players are in a tiny minority. If I count pirates, there are by now about 30 million players of this game, and according to my analytics, most never get to the point where they're running the game for a second time. Only about 5% can finish the game at all. So what seems really obvious to you as a pro might be different for a newbie.

Thanks for the detailed response. Great feedback and insight. Love things like this as a game developer myself.

Hope I can pick your brain about it someday at GDC. We chatted at the GitHub party ~2 years ago about Multibowl. Lots of fun times. =)
Frosty Dec 22, 2019 @ 4:14am 
The bottom line is that the movement in this has been coded to be non-linear, even if you turn the wrongly named "track pad" option off (which just about every PC gamer on earth knows as "acceleration") there is still extremely non-linear input.

You can see this most notably when the hammer is pointed straight down and you're trying to lower yourself vertically straight down to rest. You can move the mouse down, down, down, down, and it will barely move the character down at all. yet you make the tiniest minuscule movement to the left or the right and the character swings wildly to the left or right.

If I sit in windows desktop and move my mouse up and down I can see my cursor on screen moves up and down by very large amounts vertically with very tiny deviations in the horizontal axis, almost unnoticeable. Yet this movement in game translates into literally the opposite, you'll move the mouse up/down and get almost no vertical movement but you'll get cartoon-like exaggerated horizontal movement for the smallest deviations.

If I move my mouse down in a game I want the character to move down, this ought to be a basic prerequisite, that the game respect the players input in its raw form and doesn't make really odd translations to it in order to make it harder. In the development world this is known as artificial difficulty and is the hallmark of very bad game design.
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Date Posted: Jan 7, 2018 @ 9:11am
Posts: 14