- Players are finding it difficult to aim at 90 degree angles
- The movement of the player arrow is simultaneously too sticky and too slippery.
- Mouse dexterity is a skill that needs to be taught. I can't ask too much of the player off the bat without teaching them things such as how to be comfortable moving the mouse as you fling yourself forward
- The levels I have which intend to teach players mouse dexterity are still too hard. Players understand what they must do, but it's taking them too long to do it.
- The yellow line which predicts the player's attack path should always be accurate. In the case of moving objects, it's often inaccurate because objects will have moved in the interim. I might freeze moving objects while the player is charging to prevent that.
I believe I need to just scrap the way the player currently moves and do something simpler instead. Pushing the player with physics results in a really natural flow, but unfortunately it's not good for stopping on a dime. The current way that I make the player stop on a dime also causes the player's acceleration to feel abrupt and uncomfortable.
The first thing I want to do to address the problem of mouse dexterity and players being unable to aim at clean 90 degree angles is to give the mouse cursor a makeover. If the mouse cursor were easier to see all the time, then I believe that players would have better control over their attacks. I'm considering also adding a dotted line that always draws to where the mouse is. this might clash with the yellow extendable line which predicts the player's attack path though. A second thing which would help would honestly be to just put objects in the level which encouraged the player to go to a specific position and look in a specific direction. Maybe just a spotlight would do.