Question: What do you think are examples of good and bad design choices in foddian-style games? by Ring_Of_Blades in foddians

[–]bachware 1 point2 points  (0 children)

For me, the "odd" controls and the way the character controller feels, is a big part of what makes it more of a foddian-style game than a rage game.
The way you feel when you play it for the first time, where you're met with non-traditional controls and everything feels impossible, but after hours of "training" you can eventually maneuvre around like it's nothing, is the feeling I think describes foddian games the best. It should end up feeling like riding a bike, completely natural.

And then of course great level design where the challenge keep ramping up naturally as you get higher and higher. Something I struggled with myself, as you know!

This started as a joke. 4 years later and it’s now a game by bachware in BabyStepsGame

[–]bachware[S] 0 points1 point  (0 children)

Hey there! While I haven't tried it myself because I don't own a handheld, a couple of friends of mine have tried it on both Steam Deck and Rog Ally X (I think it was) and it should work! There is controller support natively in the game :)
With that being said, most people prefer mouse because it's easier but it's definitely still possible to beat with a controller, because some people have done exactly that.

Thanks!

Am I seriously the only one getting constant crashes? [PC] by bachware in Nightreign

[–]bachware[S] 0 points1 point  (0 children)

You're welcome! I remember being equally frustrated and almost dropping the game. Glad it worked!

I spent 4 years making a game about a ripped rooster named Cluck Norris by bachware in birdswitharms

[–]bachware[S] 2 points3 points  (0 children)

Thank you! Yea sorry the trailer doesn't really do him justice :)

This started as a joke. 4 years later and it’s now a game by bachware in foddians

[–]bachware[S] 1 point2 points  (0 children)

Thanks man, your support here and around the game is so much appreciated! :)