Ah. Yes, I see how that would be problematic then. I'm not personally sure, unfortunately. My understanding is that the build of Unity we used to compile the game does not play nice with xinput in general, but I also can't really confirm that's the problem. Sorry.
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Hello. Very sorry about the late response to this, I have received your feed back in other posts, but we've been busy preparing to showcase another one of our projects at PAX so I didn't really have the time to address this.
I just wanted to give you the heads up that we did sit down and discuss the feasibility of creating another build with your requested control scheme. However, our programmer has informed me that the way the game was coded would require a total re-write of most of our coding to accommodate a second control scheme. Things like comboing, button prompts, and the enemy ai would have to have various changes to their code to respond to different button input. At the moment our group is currently working on a few other projects, so for the sake of transparency I'm informing you that the chances of us revisiting Double Duder to make these changes in the near future are very slim.
I'm unfortunately not familiar enough with xpadder to help in that regard either, but I'm assuming the problem is that its detecting the remapped keyboard and the controller as two separate inputs? If your software is capable of it, hiding the controller itself (or perhaps finding key binding software that CAN hide the controller) may be able to help. Otherwise, if you have a spare Dualshock 4 around, I know that DS4Windows can let you arrange your own button configuration.
Thanks for reaching out to us, and sorry we couldn't resolve your problem on our side of things, but hopefully you'll be able to find a work around.