Quicksand - Thanks for all the feedback! I'll comment on a few of your thoughts but I definitely took it all in and appreciate it. I figured it was easiest to install with an installer but in the future if people prefer just the files, I don't see why I couldn't just have a .zip for those too.
-The camera is a bit of an issue because it shows more behind the character than in front.
Seems odd to me, the camera should be centered on the player (except when near the edges of the screen where the camera can go no further). I'll spend some time playing with the camera though and seeing if there is some way I can make it feel better.
-Why is the pixel-style text in the game all blurry?
What text are you seeing as blurry? What screen resolution is your computer set at? The only reason I can think of it being blurry is that your resolution is lower than 1280x720 which would cause downscaling and could lead to blurryness.
-You have prompts everywhere, but no "Press A to start level" prompt. Actually, your prompts are really inconsistent, sometimes showing only 360 buttons and other times showing both options. There are a lot of other little things, like having to press Enter to respawn instead of the usual Spacebar that's used for everything else, and having to press X to leave the "Thanks for Playing Screen". Enter works almost everywhere, but doesn't work on the Quit screen.
I've only displayed one button in the instances where the same button on the controller and keyboard are used. I guess maybe this isn't clear as I'd hoped. On the consoles where keyboard isn't used, its at least more consistent. I'm probably not going to rework the UI unless I get on Steam with this but it is more consistent on the console platforms.
The reason to press Enter to respawn was intentional. Originally I had space/jump which I agree is more standard, but I was running into lots of issues where someone tried to jump just after dieing and was restarting the level before they were ready to play. Based on what I was seeing, I feel like having respawn a different button is the right call.
-I hate it when games respond to controls when the game isn't even in focus.
Can you elaborate? I'm not sure what you mean.
-The levels seem pretty decent, although I hope they get a little more varied later on.
Thanks. They do... and one of the things I plan to improve with the PS4 version is adding more variety too, visually as well as gameplay wise.
-Rumble not available? I have a 360 pad plugged in.
I should maybe just remove the rumble on/off menu option. I'm using MonoGame for VolChaos and it appears that rumble isn't currently implemented for PC controllers. Rumble works without any code changes on the consoles (Ouya, Xbox 360, PS4).
The character jumps really far and the levels are designed in such a way that the platforms are much closer together than his default jump distance. It might be a good idea to tweak the levels to actually put the character's speed to use by spreading platforms out more.
Good point... I'll keep this in mind as I redesign existing levels and add in new ones.
This game really needs a deadzone and maybe some analog support. When I'm playing, if I let go of the stick, my character almost always faces left (deadzone issue). It's also much more uncomfortable to do the "adjust trajectory" thing with a stick when there's no analog support.
This surprises me on two counts because there is a deadzone and there is analog support. The magnitude of the X-axis goes from -1 to 1 with a deadzone from -.25 to .25. I haven't ran into deadzone issues using this range before. I'll look at the curve of how quickly a player accelerates as they press the analog stick further... maybe it goes from 0 to 1 too quickly which could make it feel like it isn't truly analog.