So, I tested Version 2, and....... personally, I love it. This version is so flexible, it'll work with any controller, in any layout.
By having this, it engages one of the advantages that PCs have over consoles.
Admittedly, I had to take a digital-only approach to steering, in which I only relied on A and D, and nothing analog.
That may not matter, but I can't know for sure - it depends on how crucial delicate analog movement is to beating the game.
Dioram
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I really, REALLY wanna like this, but I can't.
The idea of being able to do flips is fantastic, like in skating games, but at least in those ones, if you fall down, it's not an instant game over.
There are too many coins, and too many on the ground.
The protagonist is a naked buffalo child, and we never find out why.
: )
It should be at least 3 times taller than the default Windows mouse cursor, and should have a contrast layer, so that it will be clearly visible, regardless of what colors are behind it.
So, iow, if you make it a black cursor, it should be surrounded by a white layer. If you make it sky blue, put a dark color around it instead.
My issue isn't the automatic mode switching. I actually think that idea is quite safe.
My issue is that the keyboard mode lacks a kind of "purity".
In keyboard mode, the game retains bits of controller code, which will be imposed on devices, no matter how generic they are.
I did test with an official Xbox One controller, and that worked perfectly. However, if you use any other kind of controller, the game will stay in keyboard mode (which is fine) but D-pads and Button 1 (whatever it is) will still have moves forced on it.
It's up to you what you do with this information. I've seen many games that I would call "Xbox controller-only". I don't like the label, but when the game is high-quality, I can still be happy about that.
Have you run your games through a profiler like JoyToKey?
It's not true that this game is controller-incompatible.
In fact, it's far more controller-friendly than many other Itch games.
It's so flexible, that if I hold an SNES-USB controller sideways (like a Wiimote) and put W on the left D-pad button, I can still cleanly play the game that way. I am glad the game has that level of liberty.
The game looks and sounds great, but there's something that bothers me.
This is categorized as "Keyboard/Mouse". In a sense, that is true... for the worst possible reason. The game imposes some of its keys on controllers, and not others. There's nothing wrong with Xbox plug-and-play, but that's not what's being used here.
I can't help but wish the game really did have nothing to say about controllers. That would actually make it more controller-friendly.
I tried it some more. The mouse wheel does allow for a bit of zoom-in, but it's not much. I was able to collect some balloons, although they're quite small, and the gameplay is rather slow. It would nice if there were more zooming options like you'd see in Star Wars 1 Racer, or any 3D F-Zero game. I do like the idea of Itch.io having its own version of Pilotwings.
I tried it out. I think it looks good. I love to see Godot games automatically going fullscreen (finally).
The Controls section of the main menu is overreaching, because it'll force a layout on a controller, no matter how it's set. Putting the numbers 1-5 in the Control Pad column will not cause the game to keep its controls to itself.

For something that was made in 24 hours, it's a good foundation. I had to face the fact that any button could become the Jump button, so ultimately, I didn't dislike the control scheme. I chose a controller with nice, clear, convex buttons, and thank goodness you didn't generically impose the controls.
Well, all of the games in the Toge collection are really good-looking. I've tested about 4 of them (including this one) and I would say that these games do a good job of avoiding generic controller imposition, except in a few places.
In other words, there are certain places where movement is forced on left joysticks, and other times, it's not. It would be nice if you found a a way to disable all the generic impositions, and then added Xbox plug-and-play support, if you wanted that.
I'll "put my comment back" for you.
I like the fact that the game includes Xbox plug-and-play support, but not in a way that bleeds out into generic controllers.
As a result, the game isn't merely compatible with 1 or 2 controllers - the correct number is more like 500.
There isn't a way to switch to an "actual move mode" where I'll see the actual names of moves, rather than Xbox button images. But...... I can get by.
Hey there, I tried the game out, and I like its cinematic value, and its approach to controls, but there are a few changes that would take this from great to amazing.
- There's no music or ambience in the opening sequence.
- You list the controls as WASD and Space. However, the game also uses Esc, as a skip move. It's great that the game doesn't impose the keyboard defaults on controllers, except that Esc is imposed on Buttons 1 and 2.
- I don't know if there's a way to exit the game, other than with Alt+F4.
I like your input approach. Attaching the keyboard defaults to a Genesis controller was easy. It was a little annoying that I still saw Xbox button images, rather than the actual names of moves, like "Interact" and "Special" but I did get used to it. I'm not sure if there's a way to exit the game, other than Alt+F4.

It's not that I can't see controls - I can see them and also sense them, when they're imposed.
Like, if I set Player 1 to Key1 mode, and then find out that some button will pause the game, I can tell that menu navigation controls are still being imposed, even though every character is in Key mode.
A lot of developers want to include keybinders in their games. I'm not a proponent of that, because every new keybinder is something I have to learn, and the more of them there are, the more likely I am to run into a frivolous shortcoming.
That being said, when Pacman games gradually get better on Itch, I'll acknowledge it, and that has indeed happened.
Hey there. I tested the game with an Atari controller for Player 1, Genesis controller for Player 2, and GameCube controller for Player 3. I'm glad that you listed the keyboard controls right on this Itch page. Taking a snapshot of them with my phone was really easy, and transferring the controls to JoyToKey was a success.
Being able to put the characters in "Key 1, Key 2, Key 3 mode" was extremely helpful. It was a little annoying that, even in key mode, the game still imposes Enter and Esc on various buttons. But overall, I was really pleased with the results.
This is one of the better Pacman games for Windows.
I would recommend getting rid of the built-in controller code, because the current input model is as coercive as can be, and the results aren't pretty.
I ran a test in which 3 controllers were plugged in. I was hoping that (perhaps) the Xbox One or Atari controller would "absorb the imposed controller layout". But.... they didn't. The game forces its layout on all 3 controllers, so I can't create a JoyToKey profile for any of them.
I downloaded this game (followed by Sameboy emulator) and I had a good time with it. Getting a controller to work was quite easy - Sameboy wasn't too coercive. I'm not sure if the Select button is used anywhere.
The mini-games were pretty cool. I'm not sure how many there are, but that's a reason to keep playing!
If I find a program that makes a controller appear as an Xbox device, will I be able to choose where buttons go?
I think it's way easier to just plug keyboard keys into JoyToKey.
It's true that I don't expect PC games to have built-in generic Gamecube controller recognition. Why include that when there might be over 600 PC compatible controllers?
PCs shouldn't recognize Gamecube controllers as Xbox controllers... because they're not.
Most PC games don't need built-in controller support. I can take a list of keyboard defaults, plug them into JoyToKey within 1 minute, and make a game work with hundreds of controllers, using a layout that I explicitly consented to.



