Sliding Blaster by NovaSquirrel, a homebrew NES game released in 2014
The compo version was posted to the contest14 page.
Comments during play testing:
<Pino> Control is kind of confusing
<Carole> Yellow character reminds me of Pac-Man
<Pino> Unclear how to proceed to the next level. Might there be something in the corner?
<Ryan> Hard to control when it gets too far away. Player 1 controlled with mouse in port 2 seems to be auto-fire, wasting all ammo.
Nova asked for tips on fixing the control without a mouse. I looked at the source code and found the names of the game's two cursors: PlayerPXH/PXL/PYH/PYL (the yellow cursor) and PlayerShootAngle (the white ring cursor). Instead of having the gamepad control the yellow cursor, have it control PlayerShootAngle more directly. Holding a direction would cause PlayerShootAngle to approach that direction. For example, holding Up would move it clockwise if it's on the left side or counterclockwise if it's on the right.
tl;dr: Take some inspiration from Gyruss.
The compo version was posted to the contest14 page.
Comments during play testing:
<Pino> Control is kind of confusing
<Carole> Yellow character reminds me of Pac-Man
<Pino> Unclear how to proceed to the next level. Might there be something in the corner?
<Ryan> Hard to control when it gets too far away. Player 1 controlled with mouse in port 2 seems to be auto-fire, wasting all ammo.
Nova asked for tips on fixing the control without a mouse. I looked at the source code and found the names of the game's two cursors: PlayerPXH/PXL/PYH/PYL (the yellow cursor) and PlayerShootAngle (the white ring cursor). Instead of having the gamepad control the yellow cursor, have it control PlayerShootAngle more directly. Holding a direction would cause PlayerShootAngle to approach that direction. For example, holding Up would move it clockwise if it's on the left side or counterclockwise if it's on the right.
tl;dr: Take some inspiration from Gyruss.