For this next post on important elements of UI design in video games, we come to context sensitive controls. A major part of the turn towards standardization last decade, context sensitive controls are an important part of streamlining a control scheme and make a game easier to play.
In my analysis of Valdis Story, I critiqued the game on an account of its “floaty controls.” The term floaty is one that is thrown around a lot when examining skill based or player focused game design and can make or break titles. For today’s post I want to talk a bit more about what floatiness is and examples of more grounded based control schemes.
Since the days of Castlevania: Symphony of the Night brought us the “metroidvania” genre; it has become popular among the Indie community, allowing someone to elevate the 2D platformer genre into one with adventure and even RPG like gameplay. Today’s game: Valids Story: Abyssal City is another take on it and is a lesson where there can be too much of a good thing.