Super Time Force Ultra

Super Time Force Ultra

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ProperGander Jul 28, 2015 @ 9:24pm
The control scheme
I find the control scheme to be rather unwieldy and clumsy, at the best of times.

Why map aiming and movement - both crucial to not dying - to the same controls? I appreciate the Lock Position and Lock Aim buttons, but they add something to worry about in the game's twitch gameplay, and ideally in gameplay as hectic as this, the player should only be thinking about what they do in the game, not "what button to press to make the player do the specific action".

Also, having to charge your ability up instead of a single button press can lead to multiple deaths where I was trying to charge, say, Aimy's Piercing Shot, but died while charging it when it could have saved me. Couldn't there be a separate button for special abilities, with a cooldown to compensate?

Why couldn't the scheme be more like that of a twin-stick shooter? Left stick/WASD to move, right stick/mouse to aim, right trigger/left click to shoot, right bumper/right click for special. The game is fun when I'm managing to not mess up, but the controls as they are simply lead to too much frustration.

(I'm willing to believe I simply suck at the game, but there have been multiple times where I died because the controls screwed me, and I absolutely HATE it when devs confuse 'difficulty' for 'bulls**t'.)
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Showing 1-5 of 5 comments
Rei Jul 29, 2015 @ 5:44am 
I appreciate the Lock Position and Lock Aim buttons, but they add something to worry about in the game's twitch gameplay...
WOW. Man, you just learn me something, I never use that button, ever xD (but now I know so i'll try soon, i swear ^^)

Also, having to charge your ability up instead of a single button press can lead to mul deaths where I was trying to charge, say, Aimy's Piercing Shot, but died while charging it when it could have saved me. Couldn't there be a separate button for special abilities, with a cooldown to compensate?
I won't help but I really think this is a big part of gameplay :) I understand what you say, but sometimes charging lead to death just because we need more antcipation. Simple-shot and charge-shot are on the same button, it allows us to smashing and alternate really quickly between these two kind of shots.

Why couldn't the scheme be more like that of a twin-stick shooter? Left stick/WASD to move, right stick/mouse to aim, right trigger/left click to shoot, right bumper/right click for special.
But I must admit that I always wanted to try this game like this x) It sounds very cool. So let's just make an option to have those two kind of play style because we can't just replace the first style by your lovely one :)
Last edited by Rei; Jul 29, 2015 @ 5:44am
ProperGander Jul 30, 2015 @ 5:41pm 
Going after the game's Lookers just make the control issues flare brighter. I waste like 10 Time-Outs on killing ONE ENEMY who is in my way, but I shoot in the wrong direction because, SHOCK, sometimes I have to move in ONE direction while firing in ANOTHER.

I'm no stranger to game difficulty, but difficulty shouldn't suck all the fun out of a game.
Memph Aug 16, 2015 @ 2:24am 
I'm just dipping my toes in tbh, but so far i'm inclined to agree that it feels needlessly clunky.

I love my run and guns. Metal Slug an all-time fave and I've just come from having an absolute blast in Expendabros.

Thus far though, i'm finding the Megamanny enemy placement, along with the finnicky controls to be more a chore than the kinetic blasting I was expecting, especially with the timer running out being a constant worry on top of it all.

I'm gonna press on for a while though, I may just be yet to have my hallelujah moment and grasp how it's meant to be done.
Memph Aug 16, 2015 @ 3:10am 
I'm a bit further in. I must say, I do love the humour.

bossfight1 certainly has a point though. If only we could just run and gun. The lock buttons feel fiddly to use when it gets hectic, when you have to stop in just the right position to then fire. Spamming and charging could also be much more intuitive and less finnicky combined with the lock buttons, by having an autofire main weapon and the secondary on a seperate button - even if it then must have a charge-up time to maintain balance.

Still, it's kinda fun. Doing bosses gave me more insight on how the time-warping is supposed to be stacked, though it can feel like a lot to juggle when running through levels. Constantly dying to progress inch by inch still feels rather weird.
Last edited by Memph; Aug 16, 2015 @ 3:17am
DailyFrankPeter Nov 30, 2020 @ 7:24am 
Contra-like aiming was why I abandoned the game.
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