Nope, it’s all 64-bit.
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Thank you for your interest! (Don’t worry, the game’s still in development. I am very stubborn.)
The keyboard only controls Player 1. In order to play with a second player you’ll need two controllers, as the first controller plugged in is only assigned to Player 1.
I plan on overhauling the controls and adding the ability to customize them, but the control system to date was designed mostly for in-person playtesting.
Thank you for your patience, and for playing the game.
The frustrating thing is that I almost have everything I need, but the engine goes out of its way to prevent that. Just let me write shell scripts (or Powershell, if I must) and I'll take care of the rest...
Thanks for reading (and playing)! One of the Unity devs responded to my forum post. If something comes of it, I'll post a follow-up.
Keyboard input with arrows is planned, I just haven't gotten around to it yet. The Unity editor captures the arrow keys, so it made my life simpler to use WASD; but then I forgot about the arrow keys, since most of my playtesters use gamepads that I provide in-person.
Thank you for the feedback, though!
EDIT: Forgot to mention, I have to ensure it works with the code that configures controls and displays them on-screen . So yes, doing it would be easily done, ensuring it works without surprises needs a bit of time.