Aviox
Member
Re: controls
My suggestion would be to restrict controls to concepts, not certain keys. For example:
Design a microgame that uses at MOST:
It needs to be simplified and revolve around one concept for the sake of the player. If one game uses the mouse, and the next one doesn't, there's no way the player would know that without informational screens before each microgame, and that's just silly.
Personally, an "arcadey" game like this would be ideal for controller support, so I'd consider removing the use of the mouse in hopes of providing controller support. It's a reasonable idea that most game designers need to work around. (It's good practice to think about controller support when designing a game)
Just a suggestion
My suggestion would be to restrict controls to concepts, not certain keys. For example:
Design a microgame that uses at MOST:
- directional input (e.g. arrow keys, wasd, etc)
- two action buttons (e.g. "a" and "b", or "z" and "x", etc)
- a pause button
It needs to be simplified and revolve around one concept for the sake of the player. If one game uses the mouse, and the next one doesn't, there's no way the player would know that without informational screens before each microgame, and that's just silly.
Personally, an "arcadey" game like this would be ideal for controller support, so I'd consider removing the use of the mouse in hopes of providing controller support. It's a reasonable idea that most game designers need to work around. (It's good practice to think about controller support when designing a game)
Just a suggestion