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Reviews for "It Came From Outer Space"

Retarded as **** control scheme. I can barely press the buttons with the weird positioning. Please change it to a standard "zxc" or a wasd/mouse.

RaveRadbury responds:

Check out the new option in the main menu to change your keybindings. Let me know what layout you end up going with, because we were obviously stumped in trying to find a good one.

This game would be fine but its abhorrent control setup makes it not even worth playing.

RaveRadbury responds:

An option has been added to change the control setup! I hope that brings the game back into the realm of things worth playing.

I don't usually write reviews but with some of the responses I have read I thought I should.

I get what you have said about Super Metroid. The problem is that most people are not use to having a separate button to duck. In fact having to use a different button the down to duck causes many problems as you do have to retrain yourself in order to pull it of on muscle memory (Which really matters in this game). I would also contest that in Super Metroid you still DUCKED WITH THE DOWN BUTTON and you were unable to duck when moving. Most people would use the shoulder buttons to aim up and down. It is also worth mentioning that Super Metroid had a hard control scheme for its time even among the hardcore crowd (mostly because you could not dash jump and fire with out shifting your thumb).

Bottom the controls are NOT!! intuitive and there are better options. In the case of the two control sticks that you mention there is currently not a better way to play fps's as you will have a quicker response time and it also required triggers and bumpers to work. I can't argue with that but I can make a argument with that there are better control schemes for this game.

With that said I got use to the control scheme within three runs (mostly I have been playing for 30 years and can pick up control schemes easily) when I started winning Oscars. I like the concept over all and it is very challenging. However it didn't hold my attention very long.

RaveRadbury responds:

Thanks for the information and your feedback! I really appreciate your counter-points.

We have added an option to change the control scheme. Let me know what you end up using!

Lot of the same reviews; mechanics are unintuitive. It's not a great difficulty curve if you're expecting me to unlearn decades of *the way every other game ever* is made. Left to go left, right to go right, up to jump, down to duck. I find it funny that it says "This game is much better with an Xbox360 controller!" when the automapping of buttons resulted in a control scheme in which the jump button was on the opposite end from the fire button, meaning that you couldn't even jump and keep firing at the same time. Even the keyboard settings (mind you, the only actual settings that the game tells you ahead of time even as you are the ones to suggest using a controller) are slightly better mapped, but the movement scheme is ridiculous.

Eventually the screen is filled with enough crap that at that point I can't really think about controls and the instincts just kick in, and again, I believe everybody's instincts revert back to what we've done for countless collective years of gaming. It's the control scheme that really makes this difficult, more than anything else. For that I felt more lucky to get a high score than to have any sense of accomplishment.

I also disliked the speed of the missiles combined with the fact that they have no audio cue. Can't tell you how many times I was watching the sides for UFO shots or rolling mines from the back end and as soon as I jumped up a missile launched and slammed me right in the face. I could try to change the trajectory of my jump or something but only if I get a little more fair warning that the machine itself is gonna be firing as well.

Sprites were big and detailed enough, easy to identify. I never had a problem really understanding what I should be doing, it was just trying to get myself to do it properly. Hiding behind things is not as intuitive as it could be, and really was more useful in the early going because after there's lasers and spread shots and mines everywhere on the ground, giving me a box to hide behind then is mostly worthless. Staying in one place is pretty much assured death. Powerups were good when I could get them, although it was nigh-impossible to reach them without exposing myself to fire. The difficulty was usually ramped up by the time I managed to get a spread shot or machine gun so I didn't get much opportunity to use them before dying. Soundtrack was pretty cool and the interaction between stage actors and offstage crew and producers was good, although it should have been voice or something because the placement of text at the bottom of the screen meant that I couldn't really appreciate it on account of having to spend more time focusing on the play field.

It's not a horrible game, but needs more work on playability. I like me some bullet hell games, but there's games that are difficult but are designed to still be winnable because they're easy to pick up. This game's difficulty curve starts high and gets worse and in the end you feel like you could get further along in achievements but you mostly just wish it was made differently.

RaveRadbury responds:

We've added an option to change the control scheme of both the keyboard and controller, so I hope that this will improve your gameplay experience!

The boss operates on a timer, I felt that this in combination with how few missiles were shot in comparison to other attacks made it fair enough.

Thank you for your feedback!

The controls are horrible. Apart from that it's a decent game.

RaveRadbury responds:

Check out the new menu option to change the control scheme!