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(2 edits) (+1)

Loved the game. Reminds me of the old school Zelda games. Could not play the game with a gamepad though(Are you sure the D-pad , x, b and left and righ shoulder buttons have been mapped correctly for the gamepad?, see the Input Map in the Project settings, could have been missed there). Loved the pixel aesthetic of the game. Nice Music and Sound Effects. Completed the game which showed a Congratulations screen on finishing it. Keep up the Good Work :)

(+1)

Thanks for the feedback and the kind words!

Unfortunately web versions of the game don’t seem to detect gamepads for some reason. I made my own dynamic input mapper instead of the one in Project Settings; there will always be at least 1 Ninja (the keyboard) and +1 Ninja available at the selection for each gamepad detected when the game starts. But, if there is only 1 Ninja, no gamepads were detected, sadly. Maybe it’s a browser permissions issue or maybe I didn’t configure the export correctly, or maybe an engine limitation. I’ll have to look into it.

(2 edits)

Sure. Web version of the game could not be detecting due to focus outside the window. But the game pad also did not work on the windows build as well. Here is a screenshot of my bindings(Custom Ones) for the game pad and it worked on both the web and windows builds of the game. I have highlighted the gamepad mappings. I have tested these on an old school retro gamepad Microsoft Side Winder gamepad USB. 

[Note: These use standard custom keymapping rather than the custom dynamic mapping you have created via code, which would be needed for more than one player]