It’s theory time again! Inspired by a TIGSource forum post, I’ve been thinking about the question: how do you make your game’s controls fun?
See, not every game needs tight, fun controls. Sometimes they can be destructive to the experience you’re creating. Sometimes you’re after deeper gameplay which conflicts with the simplicity and immediacy of great controls.
But most of the time, we want pressing buttons to feel awesome – and there’s a good few ways I can think of to achieve that 🙂
Starting with the basics: