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First of all: all in all: cool game.

But when I played the game on my keyboard, then there was no button for interacting and getting through dialogues (E, did just not work). When I played on my controller however, then there was not way to attack (there M on the keyboard worked again). Also the arrow-buttons on my (XBOX)-gameapd where not working, I just couldt not move with them, and dropping through platforms with the joystick felt tidious. 

Other than that: I liked the art style and the visuals worked together very well with the story. The first boss (or what I supposed it to be), was a bit weird: I just stood still for a minute and suddenly defeated him. 

Keep going! :D

(+1)

Thanks so much for trying my game and for all the feedback. Sorry the inputs didn't work consistently enough to may the game playable. While getting the buttons mapped isn't hards it always tedious to be sure everything is line up across control layouts.

To confirm, "E" is to interact with mine carts, switches, upgrades, and items in the shop and "B" is to continue/close dialogs and close popups. Additional, I usually use the hardware tester below to figure out which buttons are indexed where on my Xbox backbone because what's in Godot doesn't line up. You should be able to attack with the right trigger, but if not whatever shows up as joypad index 7. It may be the left arrow on the d-pad if it matches what is listed in Godot.

https://hardwaretester.com/gamepad

Thank you very much. Yeah: getting input-mappings is tricky depending on the software you are using. But is there a technical necessity why you need "E" and "B"?

In a few places I have the user open a popup with "E". If they advance and close it with "E" then you have to do extra work to figure out wether or not to re-open the popup when you are closing. So this is an easier and more predictable programmatic solution to preventing an infinite loop.