at the start of Rage Chicken the narrator says, “oh hey, you figured out the control scheme. i thought about including a help screen but you would have found that patronizing”
my thought it that needing help screens is a design flaw in your games. for the most part you should be able to communicate the controls through the use of game conventions. this lets you use the players game literacy to avoid the need for help screens. and making the controls intuitive to figure out is always good design.
for “Don’t Get Over It” i want to make it so that most control schemes a player might try out would work to an extent. so using the standard platformer controls or the mouse slingshot controls would get the player going. and if i have the start area designed right both methods should be adequate.
i also want to include some elements for helping people who are new to games aquire game literacy in regard to platforming mechanics and controls through the game. i’d also like to include some more rage game control schemes and mechanics…. like including a rigging like the hammer guy from Getting Over It…. which was the original inspiration for this project. with a lot of general area to explore that each of the different major character control mechanics would experience differently…. and of course with the difficulty settings i’d like to implement it would be possible to have the easier control mechanics locked at the harder difficulties.
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