Developer of Poly Bridge Admits Switch Controls are Poor, Asks for Player Ideas

Game developers come in all shapes and sizes these days. Some of them are very down to earth, while others are a bit too ‘high-and-mighty’. When it comes to indie devs, they’re typically of the former category rather than the latter, which is great. This is an example of such an attitude.

Patrick from the indie studio Dry Cactus who created Poly Bridge recently took part in an AMA on Reddit. There, he owned up to the fact that the game’s current control options on Switch are not the best. As a result, he has taken a very humble approach by asking players to leave their input on what adjustments need to be made in order to make the gameplay experience more enjoyable. Some players did just so, and Patrick has left an update which details all the changes made after getting that feedback,

It’s always nice to see developers keep a humble attitude. Some, unfortunately, don’t really care what players think and just go on and do what they please, so this is commendable on Patrick’s part. Sure, some gamers can be a little too whiny at times, but if there’s genuine criticism out there, it’s definitely wise for the devs to take it in order to improve their product and keep their reputations favorable.

Here’s Patrick’s full post from Reddit that  details the situation:

Hi, as some of you might know, I recently participated in an AMA here for the release of Poly Bridge on Switch which was great fun, I now have a question for the community and hoping to get some feedback.

I made some poor decisions regarding control schemes, with many players saying the gyroscope pointer implementation plainly sucks, and in an attempt to rectify that I am currently working on:

  • Adding thumb-stick control support for when Joy-cons are both attached or detached from console
  • Adding Pro Controller support

My main question is: should I entirely remove the gyroscope pointer control scheme? Or would you say you favor the gyroscope pointer over using thumb-sticks to move the pointer around? Or perhaps you have something else in mind?

Supporting both gyroscope pointer and thumb-stick is a fair amount of work, but if I can presume that no one will even use the gyro I can save myself a few weeks of work and get the new control scheme out sooner, while also making it simpler for new players by presenting an intuitive control scheme.

On a separate note, the patch fixing the split joints issue using touchscreen is undergoing approval and will hopefully be available before the holidays.

Thanks, Patrick

UPDATE:

After everyone’s input, this is what the control scheme is looking like:

Docked

  • Single joycon: uses gyro as a pointer, presuming the player wants to play with just a single joycon
  • Dual joycon: uses thumbsticks as main pointer movement and fully mapped buttons, with a shoulder button to change thumbstick precision on the fly, optionally with gyro for secondary fine grain pointer movement
  • Pro Controller: full support with mapped buttons, optionally with gyro for secondary fine grain pointer movement

Undocked

  • Single detached joycon: uses gyro as pointer, presuming the player wants to play with just a single joycon
  • Double joycon (attached or detached): uses thumbsticks as main pointer movement and fully mapped buttons, with a shoulder button to change thumbstick precision on the fly, optionally with gyro for secondary fine grain pointer movement
  • Pro Controller: full support with mapped buttons, optionally with gyro for secondary fine grain pointer movement
  • Touchscreen: always operational so can be used in combination with thumbsticks

[SOURCE – VIA]

A.K Rahming
Having been introduced to video games at the age of 3 via a Nintendo 64, A.K has grown up in the culture. A fan of simulators and racers, with a soft spot for Nintendo! But, he has a great respect for the entire video game world and enjoys watching it all expand as a whole.