Thanks you so much for the feedback!
@youbestrong , we had two different animals we had planned:
An armadillo that could roll through fire A gorilla that could pick up and throw blocks
Ultimately, a lot of our time went into making sure the spider worked just right! If I had known it would take this much work, I would maybe have reconsidered making a spider :p
Something that we're still not sure if it was the correct decision or not was the decision to make the spider keep moving in a circle if you held the same direction. I think this is what @douglima and @kritas meant when they said the spider movement was "weird/counterintuitive", am I right? ``` ____________ | | | | | | | | | | ____X______ ```
For example, let's say the spider is on the floor (X in the above diagram), and you hold right. Currently, when you hit the wall (position Y in the below diagram), and continue to hold right, we'll translate that input into going up. And then, when you hit the ceiling (position Z in the below diagram), we attach you to the ceiling and then translate your rightward input into a leftward movement, allowing you to use one key to travel clockwise around the entire loop. While this is nice, when you let go, now pressing right will send you right, which can be disorienting. ``` ________Z__ | | | | | | | Y | | ____X_->____ ``` In other words, when the spider is at position Y in the above diagram, what keys should you be able to press to go up / down?
I think because our level design relied so much on the movable platforms, which are small rectangles that you can go around, the input smoothing system helped people navigate those platforms? But I would love to hear everyone's thoughts on the tradeoffs we made!