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This is a secret work-in-progress look at a port we're doing for Crush Crush... Testing out how it can be played with different controllers, and seeing if we should add special transitions and effects. 

What do you think of the controls/button UI and please let me know if you love or hate the heart particles that fade every time a popup closes. We're having debates about them and I'd really appreciate your feedback!

Files

Testing Controls and Effects

let us know what you think of this WIP!

Comments

Monosodium glutamate

No way... Seems like you've done a really good job of streamlining the UI so that what was already pretty simple to navigate with mouse/touch works fairly well on controller. I have no opinion on the heart pop ups as I barely even noticed them until their time I watched looking for them specifically. So I definitely can't say I hate them.

Anonymous

I think the transitions look nice. Button UI seems like it'd be easy to navigate everything quickly and effectively. 10/10 can't wait to do it all again.

Zan Blackk

The controls look easy enough to navigate through the game and make choices and play. Great job, gang. I don't mind the hearts at all, they're cute. I'd play it all over again.

Sh0tgun_Jacks0n

Looks pretty faithful for a port, honestly. The mappings look reasonable enough, although I'd personally have the ZL/ZR and L/R mappings swapped. The transitions look simple and clean, which is what I'd be looking for, no need to reinvent the wheel. The popup particles aren't in any way intrusive, and I wouldn't have even paid them any mind had I not gone in knowing about them. That said, it might be wise to tie them to the other particles in game and allow them to be toggled. As a final note (and way too many times being distracted away from this and subsequently forgetting about it), I'm looking forward to getting CC on a third platform 😏😂

Anonymous

The heart particles don't bother me in the slightest but I'm a solid neutral on them. If trying to stay as close to the current mapping shown, I'd agree with comment above that ZL/ZR being swapped with L/R would feel more natural. That said, I personally think directional pads should be used more for navigation than input. Most d-pads are on the left-hand side and if I'm going to be doing extreme clicking, it makes more sense for it to be an action/letter/shape button that typically appears on the right . Regardless of what you end up going with, if possible, I think allowing a few shortcut buttons that players can assign would be helpful.