• received some feedback regarding the use of the audio cable / jack for the controller connection. If the jack is pulled out while there’s power, then there’s a chance of a short. I’m yet to deeply look into if this is actually possible with the way the circuit is designed, but its good to note. There’s defintely better options available for type of connections in this case, so I’d be more inclined to use them in future.

    • Looking into this further I don’t think there’d be any issues with shorting the circuit. The signal is just going to the ADC, and it would only ever be at maximum the nominal 3.3v.
  • ejecting the player didn’t take so much effort, just needed to way to ensure the player was in a state where it couldn’t be inserted back into the same capsule. It actually feels much better to use now.

  • wall collisions not so easy (when done the lazy way). Current attempt is using circles along the wall (not drawn) to detect if there’s a collision. I think the number of entities is overloading the system, and somehow I broke sequence drawing. I might just put this as a nice to have in a future iteration.

  • Different colors can make a lot of difference to an interface. The new color scheme I feel match more closely matches the ambience of the app.

  • Although it might not be the most elegent, just selecting the size of the screen at which I liked the speed of the player movement, then dividing the current screen width by that value, then using that value as a multiplier in the distance calculation made it a consistent speed