Hey, it seems like a lot of people really dig your game, congrats on 1st place!
I just played the post jam version and found a bug, it seems if you tap on the jump button, you can jump infinitely, sending you to height higher than the moon. Maybe this can be one of these cases where a bug can be turned into a feature though, would love to explore the moon as well(the Apollo moon landing comes to mind), or possibly other planets or worlds...
Viewing post in It's Small World Travel After All jam comments
Ooo, nice catch! I had been using the Spacebar for jump, and the jump button was like a last-minute addition for the original submission for the mobile; did not test it extensively. Actually, jumping wasn't even in the original game plan. It's only during the game development that I found it impossible to walk across the Himalayas and Andes Mountains. :D
With the jumping bug, it sounds like you have really got a nice "satellite" view of the Earth. I have fixed the bug now. But, good idea to let the player go to the Moon.
BTW, as a total noob, I don't use gamepad. I mapped the gamepad control to the different actions in my game as best as I could by googling. So, if you have suggestions of how the gamepad control should be mapped, please let me know.
If you've played any 3rd person shooter game, I think these kinds of controls would map out nicely:
Like assuming I'm using an xbox controller, left stick would move forward, right stick would control turning, and you can use the A button to interact/Jump/Advance dialogue. Something simple like this would be perfect for most scenarios in your game.
Best thing to do is actually get a gamepad (like an xbox or ps5 controller or something) if you have one and test it out and see what feels most natural, or of that's not possible, there are game tester discords where folks probably would be willing to try out your game with a controller, just DM me on discord and I can send you the link to one if you're interested.
It's great that you're trying to support all platforms, but all of that can kind of bog down the user experience IMO as it might be too much information/UI at once. There's probably some kind of smart detection you can use to detect if the platform is mobile or not (something like Application.isMobilePlatform in Unity?) You can probably use something else to detect if someone is using a game pad. Then you can handle the logic for each control scheme depending on what the user is currently using. Testing your whole game with each control scheme on its own can let you take advantage of the strengths of each control type.
Hope this helps!