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Hey there. I enjoyed this a lot. Everything looks super-professional. The HUD graphics are nice and big (so they're easy to look at in a living room) . It feels like a game that could easily become a console one.

Even without Xbox plug-and-play or a keybinder, it is already compatible with hundreds of controllers. I tested with an N64 controller alongside JoyToKey, and that worked great. I could've used even weirder controllers too. I appreciate seeing a Controls list, so I didn't have to guess them.
SPACE (Jump) isn't listed, but I quickly corrected that.

The demo doesn't contain any gameplay that requires extremely delicate or rapid mouse movement. The game will remain extremely controller-friendly if the gameplay stays that way (that's up to you).

I don't know if there's a way to make the game auto-fullscreen, but that would be awesome. Right now, I'm using Alt+F4 to exit.


Hello! Thank you for your interest!!

For fullscreen, you can press F11! As far as I know, it shouldn’t break much, if anything, so give it a try.

As for controller, I didn’t really consider the possibility when I made the prototype. A lot of the keybinds are listed in the Itch page’s description, though they do not match the inputmap names.

If I continue work on this separately from school, I’ll definitely consider adding support for controllers! I’ve heard managing cameras can be a little difficult with a joystick though, so I’ll see what modifications I have to make to the current system.

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Thanks for letting me know that F11 does fullscreen.

Managing the camera with a controller is not difficult with this game, because there are no challenges that require rapidly turning it.

It's true that you could pursue Xbox and PlayStation controller plug-in-play functionality, but I wouldn't recommend it, unless you can verify that the support truly is Xbox or PS-specific. If you use a generic model, the game will actually become less controller-flexible.

Some developers like to create keybinders, but I wouldn't recommend that either, because PC games don't actually need them.

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Ah, okay! Thanks for the tip in that case!