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Juice Galaxy (formerly Juice World)

Floppy ragdoll rpg sandbox with physics-based combat · By fishlicka

Controls

A topic by atotallunatic created Dec 04, 2020 Views: 420 Replies: 3
Viewing posts 1 to 3

This is one of my favorite games of all time, and the most recent updates have only increased my adoration for it. However, I have 1 issue: the controls.

I've been playing this game since 0.0.3, so I've gotten used to picking up weapons by left-clicking. Now, however, I have to press "E" to do it. This probably won't be an issue for new players. But what MAY be an issue for new players is the fact that "E" is also how you interact with NPCs, portals, and fountains. It's likely that someone will find an ultra-powered Ordinary Pineapple sitting next to a Juice Portal, try grabbing it, and get teleported across the map instead.

And since "Tab" opens the inventory in some other games, I keep accidentally hitting it instead of the actual inventory key. But that's my own fault, so... yeah.

If it's possible, I'd like an option for players to bind keys themselves. If it isn't, then... well, I can probably get used to the controls.


P.S. I also think it'd be funny if you could shoot the Pizza with the Pineapple, resulting in it exploding violently and damaging everything within a certain radius. This is based on the real-life phenomenon of putting pineapple on pizza, which (as we all know) creates an abomination that's harmful to all life it touches.

(The pineapple thing's mostly just a joke suggestion, by the way.)

I'd have to agree that the ability to bind controls is a super-desirable addition to the game- but I hadn't considered making the pickup-interaction button different from the general-purpose interaction button. I think it's a good idea.


Also that pineapple-pizza interaction is a little controversial, but I think it'd fit right into the game's humor. More explosions are always desirable in video games, so why not?

Developer(+1)

I've been putting off the controls-rebind, but it is necessary and I'll work it in soon. Not only should buttons be re-bindable, but I plan to let the player assign hotkeys to inventory items for quick item swaps/activates.

Apologies to the international crowd who have had to autohotkey the game to use their own keyboard formats all this time, help is coming!

-- I actually love pineapple on pizza but we'll see x)

Same man, that stuff is best.