Thanks Jimmy. Yep, I'd spotted that timer bug. That'd really suck if you had 10 seconds left to equalize but when you kicked off again, you were out of time! So it's on the fix list.
I think you're right about both controller issues too. I can offset the camera scroll as far as I want, but I'll just have to enlarge the off pitch graphics so it doesn't scroll into blackness.
As for the idea about the analogue stick, that was my first approach, but Van B (I think, could've been Benjamin) made a good point that using analogue sticks on a touch screen is counter intuitive. What's the point of using a simulated keypad when you can use a more natural method. However, I think for this game it may actually make more sense to have a d-pad, or analogue movement.
I might provide 3 different control mechanisms for people to play with.
- Run to where you touch
- Multi-direction analogue (Run in the direction you press on the analogue stick)
- Up, left, right d-pad, to turn left and right and run forwards.
Then the user can use whatever the hell he wants!
Thanks for your feedback mate. Very helpful.
Edit:
Directions to take from the helpful feedback of you guys ...
- Implement "Simple" and "Expert" modes. Expert is what you see now and simple has less slide, and quicker response to input.
- Implement more control mechanisms so people can use what suits them best.