They say that every platformer should have controller support. More importantly, you said that this one definitely needs it. So, here we go!
In this update we focused on XBox 360 controllers - if you have one you should be OK.
We support PS controllers as well, however you might have to re-bind some buttons.
If you encounter any problems with your gamepad, please, contact us, or just leave a comment around here. We need your feedback :)
List of changes:
Added support for the Xbox 360 controller. Added generic support for other
controllers recognized by Unity, although button rebinding may be required.
Added settings to enable/disable mist and the following image post-effects: bloom, contrast enhance, and sun shafts.
Fixed the bug when the player would sometimes freeze at the teleport.
Showed collected crystals above the portals in the Lobby caves.
- Added visual effect for perfectly timed jumps in chapter III, so that this mechanic is obvious.
- Added visual effect for collecting pickups.
- Changed default controls to WASD + mouse to avoid ghosting.
- Fixed glitch on level I-5.
Build 0.3.5 (07/31/2015)
A small patch that fixes some of the "spike-and-platform" issues.
Full list of changes:
Added a hint on level I-6
Slight changes in spike placement and platform length (in order to make some places slightly more forgiving) on levels: I-4, I-5, II-9
Slightly increased the delay of several lasers on level III-20
Updated "dev time" on level I-20
Slightly reduced polycount on every level of stages 1 and 2
Significantly reduced polycount of the first stage background decorations
Some decorations in stage 1 are now static. This should increase performance on low-end and integrated video cards.
Build 0.3.4 (07/25/2015)
Added music (and separate volume settings for it)
Optimized camera setup in order to increase game performance on low-end graphic cards
Slight changes in spike placement and platform length (in order to make some places slightly more forgiving) on levels: II-1, II-4, II-12, III-10
I should note that while we've made some tweaks to make certain places "more forgiving", it does not mean that we want to simplify the game. Those were the places where you could die even if you did everything right, but were off the spot by a pixel or two. It was an unfair difficulty. And those places are still hard, but they do not require pixel-perfect positioning any more.
Embrace the hardcore!
SLIDE: platformer has finally been released - it's $9.99 and every single penny of it will punish your fingers, nerves and keyboard.
OK, we're live, now what? We'd like to see you play it and share your feedback. Not only because it feeds our narcissism, but because we can act upon your feedback (we've already tweaked some things based on what we've seen so far).
So, yeah. Play the hell out of SLIDE and let us know what you think.