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The controls are clunky as hell, especially on console.
- Makes no account for controller drift, and while the radius for hitting enemies is forgiving, the radius with which you pick up items is not. I could be facing a direction one second, then attempt to make a swift strike & retreat, then suddenly im backwards while swinging.
- At one moment you can have amazing air control that feels great! Then in a split second its gone and you are literally a falling sack potato that gets no distance when jumping in a direction.
- Enemy drones can see you through doors if they get close enough when you are on the other side.
- The difficulty spikes between area's is atrocious.
- Striking enemies can have anywhere between a light love tap with no movement to sending them flying. (which can be annoying when working with spiked back crawlers)
- There are occasional times where you are given no time to react to a police officers presence, especially if they are literally hiding in the brush outside of the building. (instant death, no visual indication he's there, not even the lights)
- Hacking mines before getting the remote is a tappy tap crawl forward towards the mine game where the controls can malfunction at the lightest touch to get you killed or stuck. Terrible & inconsistent interaction radius.
- When some jack wad robot is hacking your bank account on the roof, you are instructed to smite him or leave. Smiting him does nothing, and only using a bomb to brick the antenna actually does anything. The instructions there are straight up vague to "proceed to the roof or leave". You also can't reverse the damage despite being a hacker yourself.
I'm pretty sure I got this game free on PSN back in the day, and have uninstalled it twice out of frustration over these issues (with quite a few years in between). & Yes, I am responding to this only out of current frustration (as a gamer & as a programmer).
I'd recommend Skul, Dead Cells & Rogue Legacy 1 & 2 hands down over this.
The Swindle is a gorgeous looking game but has some serious controller issues. For a game that relies on stealth and precision the controls often let you down - there are many problems. I gave it my best and played it for quite a bit thinking it would improve. It did not.
- Landing while holding Sneak does not kill your horizontal momentum and you enter stun state, an inescapable standing up animation. Never hold a directional if you intend to land with Sneak held.
- Hitting your head against a ceiling while jumping from wallhang and holding Sneak kills your horizontal momentum and there's no air control, so you're boned if there's spikes, guards or a long fall waiting for you.
- Don't rush. A lot of my deaths are me taking things too lightly and forgetting some quirk that gets me killed. When in doubt, take it slow. If something requires you to be fast, plan ahead and keep your cool once you execute your plan.
- Assume hitboxes that will kill you are larger than they appear, including spike centipedes. When in doubt, blow them up with a """failed""" mine hack or remote detonator.
- While on topic of spike centipedes, here's a non-controls related tip. If you hit any grounded enemy while they're standing still, they won't be knocked back after being hit. If you do want them to be knocked back though, hit them while they're on the move.
- Your character will climb a wall block if you jump to it from below. There has to be free space under the wall block itself, you have to be in a specific spot and looking towards the wall. Useful if you don't have multi-jumps yet, but can be frustrating in one block cross junctions. In my experience, it happens more often when I hold Up. I recommend clearing a level, finding a safe place and practicing it for a while until you get the hang of it (pun not intended) and can do it consistently.
- Going down slopes/stairs counts as you going airborne, signified by your character lifting their legs. This means pressing jump will activate a multi-jump if you have it. If there's a set of spikes at the bottom of that ramp, it's super easy to get nailed. Go down slopes slowly and make sure your character is grounded (legs touch ground) before attempting to jump over spikes.
- There is no coyote time while jumping. If you press jump shortly after leaving ledge, it'll count not as a regular jump, but a multi-jump. Again, if you're above spikes while that happens, tough luck, even if you do have a multi-jump handy, their hitboxes are unforgiving. If you wanna jump while on the move, jump earlier than you'd normally do. Otherwise jump from center of a tile, hold horizontal while in the air and land at the center points of other tiles.
- If you wanna take out a guard near windows while stuck to a wall, make sure you break not just one glass pane, but the one above it as well. The game prioritizes breaking windows rather than regular attacks, so if you hit the window by accident and not the guard, there's a chance you'll get spotted.
- There seems to be a line of sight check when hitting guards, so if the line between center of you and the enemy is blocked by a wall, you won't hit them. The arc that appears while attacking is deceptive and is only an approximation of the range and potential angles you can hit things with.
Ideally no game should require you to know edge cases of the controls, but alas this game does. Once you get a hold of these edge cases though, the game's extremely rewarding.