Please fix The controls🥺🥺🥺🥺🥺🥺🥺🥺🥺🥺
popbob 3
Joined Dec 2024
I came back after playing lots of mario 64 and it made me realise how bad these controls are even tho mario 64 isnt great either

Suggest iONS:
Make the ground pound not take 5 years No other platformer ive played does this

Double tapping to quickly jump out of a roll feels weird
I thin,k pressing e to end rolling and space ending the roll then jumping would b better

;Long jump feels luike its out of a jank roblox game
bnuy 20
Joined Jan 2025
unironically a skill issue
Lovage 31
Joined Dec 2024
everything you're complaining about is fixed by simply avoiding ground pounding as much as possible (it's a crutch) and getting used to the controls, which should take less than 3 days
bupadhesive 8
Joined Dec 2024
Originally posted by bnuy 20 2 months ago
unironically a skill issue
conversation issue
bupadhesive 8
Joined Dec 2024
for real though i encourage everyone to try talking instead of dismissing everything as skill issues or crutches

FireCat has changed mechanics in the past - in fact there was already an update dedicated to movement just back on the 13th of January. Level gravity was altered, jump handling was changed, and ground pound's end lag was lowered.

Yeah there's definitely skill involved in not relying on ground pounds to cancel your momentum with every jump, but the end lag is still a big break from how otherwise fluid and seamless the rest of Bopimo's movement is.

As for the rest of the post: I don't have any issues with rolling but as a left-handed gamer I'm not against alternative control schemes at all. Long jumps are pretty much only good for spring interactions
bnuy 20
Joined Jan 2025
Originally posted by bupadhesive 8 2 months ago
conversation issue
"Make ground pound not take 5 years" ground pounding is instant, it's Super Mario 64 that freezes you in place before letting you ground pound
Lovage 31
Joined Dec 2024
Originally posted by bupadhesive 8 2 months ago
for real though i encourage everyone to try talking instead of dismissing everything as skill issues or crutches

FireCat has changed mechanics in the past - in fact there was already an update dedicated to movement just back on the 13th of January. Level gravity was altered, jump handling was changed, and ground pound's end lag was lowered.

Yeah there's definitely skill involved in not relying on ground pounds to cancel your momentum with every jump, but the end lag is still a big break from how otherwise fluid and seamless the rest of Bopimo's movement is.

As for the rest of the post: I don't have any issues with rolling but as a left-handed gamer I'm not against alternative control schemes at all. Long jumps are pretty much only good for spring interactions
You're certainly right; the physics update was a huge step in the right direction, not just for speedy mobility but also for the level of control the player has over their Bopi. I remember one of the biggest complaints before the addition of controllable jump height was how floaty it felt to control the Bopi.

However, I think any change to the Bopi's base movement is unwarranted except for minor tweaks, especially for ground pounding, as it is way faster to get out of a ground pound now. The truth is, ground pounding is viably avoidable for 90% of levels, and it simply serves to teach hard-to-break bad habits for newer players. Honestly, this is gonna sound kind of tryhardy, but I want the devs to make the ground pound bind separate from the crawl bind in the Controls settings so that I can unbind it and thus get better used to not ground pounding.
Lovage 31
Joined Dec 2024
Forgot to mention, long jumping is useful for more than springjumps. It's the fastest way to travel in a straight line, the best way to reach a point of lower elevation, and it maintains a bit of its velocity for a short while after the long jump is finished.

(it's also really buggy :))
simoneatsbones 12
Joined Dec 2024
they should let us bind crawl and ground pound to 2 diff keys all i'm saying