New and Tasty has been out for a couple days now and has been met with a stream of positive reviews. The one complaint I've seen from critics and fans alike is the issue of controls:
Originally Posted by Gameinformer
While the need for precision has been reduced, the controls for traversing certain obstacles are still clumsy. The analog stick handles both movement speeds... making it perilously easy to sail off small platforms or run into fatal traps in high-pressure situations. These situations aren’t widespread, but a few instances are all it takes to raise frustration levels to maximum. Trial-and-error is an integral part of solving the puzzles, but dying is harder to swallow when the blame rests more with uncooperative controls than your own execution.
Originally Posted by Destructoid
Abe's jumping, to put it lightly -- sucks... It's very, very difficult to do some of the tougher platforming sections with the control scheme. Sometimes you'll try to get Abe to do a small leap, only to hit your toe on a set of mines and explode. Other times it's tricky to get him to jump farther, leading to some unfun platforming portions where you're fighting the controls to get to the next part of the level.
I believe with a few small changes, New n Tasty could be greatly improved! These complaints seem to be the only thing holding New n Tasty back from scoring 9's and 10's across the board! What I'm proposing is a control scheme for the Xbox One, but the input tweaks I'm suggesting could hopefully be implemented to all future releases.
The main purpose of this reworked control scheme is to bind running to a button, like sneak, and to add a dedicated forward leap button (like in Abe's Oddysee and Exoddus).
I believe this control scheme would solve most of the problems people would have with fine movement and precision-based jumping puzzles, and would profoundly raise the quality of the overall experience. The player could still use the analog stick to control Abe's walk speed for fine movement, but without the risk of accidentally running. The addition of the forward leap input would give the player a surefire way to jump over mines without accidentally shuffling forward into a mine if timed wrong.
Barring any kind of coding conflict (as you can tell, I have no idea what I'm talking about programming-wise) with adding a resting forward jump, and separating running from the analog movement, I imagine these changes would be easy to make (but please let me know if I'm wrong, JAW)
Let me know what you think, and if you want to make your own control scheme, here's the template for the Xbox One controller.