Devlog – Crouch and Zoom

Hey Steam! The most requested feature from a recent play-test session: [i]Crouch[/i]. I'm constantly testing the game to improve it based on player feedback. One of the bigger play-test sessions (~20 play-testers playing the same build) had an overall positive response, plus constructive feedback to improve the experience. Wanting to crouch was mentioned by almost every single tester. [hr][/hr] When I first started developing the game I aimed to keep the controls as simple as possible. [i] WASD / Arrow keys = Move Left-click = Interact Shift = Speedwalk[/i] In one of the earliest builds I had enabled a tiny jump (Spacebar), but there wasn't a single reason or function to the jump. I didn't want jumping over/on top of puzzles to be a requirement anywhere since it's a skill focused on agility and timing, so I ended up scrapping jump entirely. I had considered crouch in the past as it has the potential to open up new perspectives and viewpoints to approach or see a puzzle from a new angle. I decided to test it out by adding both crouch and zoom. [i]CTRL = Crouch Right-click = Zoom[/i] Huge improvement! These changes, while small, completely open up the game: [previewyoutube=iBXYKcqbGLA?vq=hd1080;full][/previewyoutube] Why? Understanding and perceiving [spoiler]line of sight[/spoiler] is key to solving many of the puzzles in the game. Being able to crouch and lower yourself to the height of certain buttons is a game-changer. It also adds lots of potential for [spoiler]secret buttons[/spoiler] that can only be seen from certain angles... Zoom helps by allowing you to zoom ahead into the levels if you can't quite see what's in the next corridor, or if you want to solve a puzzle from a distance and increase your potential FOV. [hr][/hr] What do you think of these new controls? Would you prefer 'hold to crouch' or 'toggle'? Thanks, -Tim ([url=https://store.steampowered.com/developer/frycandle]Frycandle[/url])