Hey, just pushed a build that fixes the issue. I have a few more additions to the game that will hopefully make it out to the world this weekend as well. Thanks again for letting me know.
Recent community posts
4/4 Made the visually exciting changes a bit easier to read visually, temporarily removed the torus due to it being pretty janky
4/1 added a secret unlockable character, made many events much more visually exciting.
3/29 Removed all other quality modes but Fantastic. No gains and crappy, illegible text otherwise.
3/26 Simplified the path from main menu to starting a game, shored up some aberrant AI behavior.
3/18 Added 4 AI difficulty modes.
3/11 Added a bit more controller compatibility.
3/5 Increased the minimum speed of a dash, allowed a cancel from a dash into another charge/parry. Also made parrying a bit more forgiving. Began work on a(n as yet unplayable) cooperative boss battle mode.
1/28 quality of life updates (split screen requires quite a bit more distance to come into play, resolution up), special effects when dashing, controls remapping next
1/9 the sphere is now a circular arena. it has a creepy eye in it.
1/1 too much to address, two new levels, visual overhauls, menus, still missing music and some menu settings for ai difficulty and controls remapping but soon.
12/13 addressed xbox 360 mappings, made the split screen a bit less aggressive, also some legibility issues in menus.
12/9 refined close quarters combat, made various visual tweaks (split screen transitions, particle systems), made parrying more frame accurate.
12/8 added close quarters combat when two dodging players collide
12/4 bonus: tweaks to auto-aim, more style.
12/4: joystick and menu navigation fixes from playtesting. way cooler sounds, hit m to enjoy. music someday.
12/3: menus, scoreboard, controls remapping soon.
12/2: re-enabled some particle systems on the players and added a throw.
11/28: added a subtle direction indicator and really subtle aim assist.
11/27: added ai, 0-2 player game modes.
Dang! Glad you came back to give it another try, let alone enjoyed yourself! I've currently got some music in the works, it's not synthwave, but I bet you'll like it. Try entering a famous cheat code.
I've got an experimental level with four players, still plenty of kinks to work out in it though. Be sure to check back. There's a brand new move coming soon.
Thank you so much! I'll fix the 360 controller issue tonight. I've a few thoughts on improving the timing of when it switches to split screen. I'll be making a pass on the menu system (currently clearly an afterthought) this weekend. Specifically I'd like to get score max, sound/music volume, controls remapping, and auto-aim adjustment in. I'll put your zoom distance slider into consideration as well.
Glad you liked it!
The split screen is to accommodate players getting far from one another. if the camera zoomed out farther it would make it too difficult to see the characters. The angle of the split screen is indicative of the angle between the players and can be used as a guide for dashes. The actual distance at which it splits is not set in stone, but I'm not sure of a good way to make it optional altogether.