Indeed! It would be pretty insane haha.
There must be a different visualization of the arrows to control the ball perhaps as it gets quite annoying in a little while. Probably, a workaround is the arrows are displayed when a user touches the screen instead of constantly keeping them enabled. You can check other shooters or first/third person mobile games to see how they implemented it. In the meantime, the game is good--many engrossing levels.
As you said, implementing a joystick to be visible ontouch on the actual screen would be the perfect resolution. That way the users won't need to bother about the position of arrows as the joystick will control the character relatively.Thanks for the feedback friend, you bring up a very good point! It was a very tough design decision, UIs in general are tricky because you have to balance controls and visible play areas.
Regarding the arrows, I tried to make them a little transparent so they don't block visuals completely, but I understand what your saying. I like your suggestion, it would work perfectly with joystick controls which I am still trying to implement.
I have a partially working one in the middle of the movement arrows, but I soon want to replace it. I don't know if having the arrows only appear when touching is a good idea because people may forget the position of the arrow, which could mean the difference between beating a level or falling off right before. I may opt for maybe making the arrows 50% transparent, but I'm not sure yet. What do you think?
As you said, implementing a joystick to be visible ontouch on the actual screen would be the perfect resolution. That way the users won't need to bother about the position of arrows as the joystick will control the character relatively.
To drop down the transparency is something that need to be well tested with different levels and their background that may appear. On the other hand, try reducing their size if that update is mandatory; however, I would keep focusing on the joystick.
Yes I think you may need to have two joysticks. One for the main character and one for the camera rotation. Sometimes you need make sure that you are going the right direction and in order to not mess it up with moving the main character the camera rotation feature may save the day. Try to play around with both joysticks and make sure they aren't complicated to the user nor too much for the UI if it makes sense.Agreed, I definitely see the benefits of joystick controls and I am dying to put it in. I'm just having issues getting it to control the ball relatively. Currently, the one in the game works directionally, but not diagonally unless you have the joystick hovering over two directional arrows at the same time. And even when it does work diagonally it only goes at 45 degree angles, not very precise. This is definitely the biggest issue I want to clear up, but surprisingly a lot of people like the arrow controls, so I may just include control options. Do you also recommend joystick controls to control camera rotation? I like the arrows for these especially because they control rotation very precisely.