LILTED throws standard wasd+mouse controls out the window.
slide your mouse forward and backward to lean & roll:
moving your mouse left and right changes where you look.
you can also use the [A] and [D] keys to quick turn 90 degrees.
while in the air, the mouse is completely unlocked. you can look anywhere you like! including, of course, all the way around.
press [SPACE] to leap.
walljumping is the fastest way to move, and your only method of gaining any real speed and altitude.
to walljump, hit [SPACE] within a frame or two of bouncing off the wall. you will rocket in whatever direction your head is pointing (i.e. pushing off with your "feet"). the more walljumps you combo, the faster you get.
press [RMB] to transfer an object to your throwing hand.
press [LMB] to pitch an object from your throwing hand.
to give you more time to land trickshots in midair, hold [SPACE] to levitate.
oh, and if you don't want to get faded by the worms, just tap the snout. should take care of any trails left behind.
full control list
mouse (on ground): lean & roll (up/down), turn (left/right)
mouse (in air): look (in all directions)
space (on wall): walljump along leg direction
hold space (in air): levitate
RMB: move a thing to your throwing hand
LMB: pitch a thing from your throwing hand
A/D: quick turn 90deg
I recommend using a mouse, although it is playable on a trackpad in my experience if you crank the sensitivity settings up.
if it's chugging, try decreasing the quality level. in a future, not "hot off the jam" version, I will attempt to provide more performance settings.
I first tried this months ago and the control scheme was absolutely frustrating to me, couldn't even get out of the starter room. It's really unintuitive...at frist.
I played for a while today and I gotta say, I'm digging it. It feels nothing like a skateboard to me. As a former pacific northwest long border that may have been my initial problem. It feels much more like controlling a segway, which is also hella odd but once you learn super easy and efficient.
Clearly, a lot of thought was put into this controller. It feels very well-grounded in its intended movement. However, it needs gamepad support. Badly. It's like playing a marble madness 3d ball roller with your mouse. You can...but my GOD is it needlessly stressful.
Add some gamepad support, maybe make a free roam version with an open level with lots of stuff to vault off, zip around, loop de loop. If you rebranded this entire thing as a futuristic Tony Hawk Segway game, I'd 100% buy it.
Good stuff. This is the kind of hidden gem that just needs some polish that makes the indie scene shine. Keep up the good work!
I never considered gamepad actually, that's a good thought. Probably because I approached it as an FPS. I feel like I'd lose wall and aim control, but hey, I'm down. I find that lowering the lean sensitivity significantly improves control, for what it's worth.
While I absolutely love it and have finally gotten to the point where I can ALMOST get out of the starting room consistiently, I'd disagree with 6dof since... well, you can never adjust roll, only pitch or yaw. Also is there something I'm supposed to be trying to do beyond "yeahYEAHYEAHYEAHYEAH" around the map and tag the heads of the worms so I can continue to "yeahYEAHYEAHYEAHYEAH" my way around the map? If not, maybe add a counter on how many shots I've landed or a timer or something?
for sure, definitely "almost" 6dof (wink). I certainly agree that any explicit indicator of achievement before you get wormed would be a great low-hanging revision to make and is a bang-on piece of feedback.
would you be interested in playing with this movement system in a larger game with more content to back it up?