SSTICKBASH · FEEDBACK 21 OCT · LIGHTER CONTROLS
Page 33 · real game captures, nothing drawn

LIGHTER BUTTONS,
SAME GRIP.

Every picture here is the game itself: iPhone 16 landscape with its safe areas, DARK VIVID at full night, a real match on Backyard, a foe standing behind the right-hand buttons so you can judge what shows through. Daylight and a desktop screen are one tap away in section 01.

YOU SAID“its still alot bright and opaque, please put options like very low one from 5%” · picked: Dots = removed, Grab/Toss = always, Sky = B left edge
THIS BUILD · OUR PAIR
The new layout in the game at night at the recommended low opacity: SKY POWER at the left edge, GRAB always on the rail, no dots
NO DOTSGRAB / TOSS ALWAYSSKY LEFT · BOPACITY: ROUND 2, YOUR PICK
01

BODY + ICON OPACITY

Round two, much lower. Body is the button’s coloured disc (the Settings slider, 50% today), now from 5%. Under 50%, everything that made the buttons look bright at low settings now fades with the body too: the ink rim, the drop shadow, the gloss, the inner ring, the stick’s glass and arrows, the knob, the SKY / GEAR medallions and ITEM’s count tag. So 5% really is faint. Icon is the white glyph and word on top, on its own dial. Every button still jumps to 100% while your thumb is on it (the pressed picture below).

YOU SAID“its still alot bright and opaque, please put options like very low one from 5%”
Light
Body 20%
Icons 50%
Compare
BODY 50% · ICONS 100%
The controls at the chosen opacity, in the game
THE RIGHT THUMB, 1 : 1Close-up of the right-hand buttons
Body50%Today. The fight shows through about half.
Icons100%Today. Full white glyphs and words.
PRESSED AT BODY 15% · ICONS 35%: JUMP + KICK HELD
JUMP and KICK held at a low setting: they show at 100%

YOUR THUMB BRINGS IT BACK

Under your thumb a button is always 100%: body, rim, gloss and icon. Here JUMP and KICK are held while everything else stays at 15% / 35%. Let go and it fades back.

What can’t go lower: nothing is pinned now. At 5% the rim keeps about a quarter of its ink so you can still find the button’s edge; the medallions keep about a third, and ITEM’s count tag about a quarter.

02

NO DOTS WHERE BUTTONS HIDE

Before, every empty rail spot had a faint white dot, and the SKY spot carried its small gold charge ring. In this build both are gone. A button that can’t be used simply isn’t there; it pops in at its spot when it can. The sky power’s charge is back as the thin gold line under your health (top left), which you can see in the “after” picture. Drag the handle.

YOU SAID“we dont need that dots, in place of buttons that hides”
BEFORETHIS BUILD
This build: no dots, no ring
Before: dots on the empty rail spots and the sky charge ringDOTSKY RINGDOT
BEFORE: DOTS + RINGNOW: CLEAN

WHERE THE SKY CHARGE WENT

With no ring on the rail, the sky power’s charge shows as the thin gold line under your health again (this build, top left). When it is full, the SKY medallion pops in on the left.

The gold sky charge line under the health bar
03

GRAB / TOSS, ALWAYS THERE

The purple chip above FIRE never leaves now, so your thumb always knows where it is. With nothing to grab or toss it rests as a dimmed hand; holding any weapon it is TOSS; next to a foe it lights up as GRAB with a soft pulse (tap again to throw). Same crafted chip, same spot.

YOU SAID“grab/toss should be always there”
Before: empty hands and nobody near, no chip

BEFORENOTHING THERE

Empty hands, nobody near: the chip was gone. You had to wait for it to pop in.

Now: the idle hand, dimmed

NOWRESTING HAND

Same moment: the hand waits in its spot, dimmed to half so it doesn’t shout.

Now: holding a pistol, TOSS

NOWTOSS

A weapon in hand: the chip throws it (the tossed-gun picture).

Now: a foe in reach, GRAB lit

NOWGRAB

A foe in reach: the hand lights up with a pulse. Tap = lift, tap again = throw.

04

SKY POWER ON THE LEFT

Only the SKY POWER medallion moves to the left thumb. Everything else stays right. Every spot below keeps at least 150 units (centre to centre) from the move stick, so a thumb that lands near the stick still grabs the stick. They all stay clear of the health bar and the iPhone’s safe area, and swap to the right side in left-handed mode. You picked B; this build uses B.

YOU SAID“only sky power can go to left, so organize it like that”
B · LEFT EDGE, HIGH
The SKY medallion's placement

B · LEFT EDGE, HIGH

Before: SKY on the right-hand rail, GEAR by KICK

BEFORE: SKY on the rail, GEAR down in the corner by KICK, GRAB only when usable.

Now: GEAR up in SKY's old spot, GRAB always, ITEM

NOW: GEAR moves up into SKY’s old spot, nearer your thumb. GRAB / TOSS stays put, ITEM is unchanged.

THE RIGHT, RE-FLOWED

The right thumb keeps FIRE, JUMP, KICK and BLOCK, plus the rail: GRAB / TOSS (always), ITEM (with a throwable) and GEAR (with gear). The bottom corner by KICK is empty again.

B · NEW POWER: ITS NAME RIBBON
The name ribbon unfurling from the left medallion toward the arena
B · LEFT-HANDED: SKY GOES RIGHT
Left-handed mirror: the SKY medallion on the right with the move stick

OUR PICKS, TOGETHER

  • BODY ·
  • ICONS ·
  • DOTSremoved · your pick, in this build.
  • GRAB / TOSSalways · your pick, in this build.
  • SKYB, left edge · your pick, in this build.

After your pick, only the two opacity defaults change. Players who set their own opacity keep it.

The recommended set, all together

Captures: ctrllab:calm:opgrid,dots,grab,left:backyard:night (+ :day, and 1600×900 for the desktop) from branch fb-controls. The opacity dials are Tunes (Controls > Opacity, Icon opacity), so the pick is a default change only.