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(1 edit)

Thanks for the feedback! We were having issues with direct mouse control while hiding the cursor in the html5 build, so in the current game it's actually just taking mouse x and mouse y as an input and applying it based on a multiplier, which is why I added the mouse sensitivity option. I never actually tested it with keyboard controls but I suspect it would make the game significantly more difficult. 

Still, I'm bothered I could never figure out how to get the mouse cursor to disappear at the right times without the user clicking to recapture the mouse to the app (which is why sometimes the mouse appears off of the pterodactyl). Unfortunately documentation for html5 in this old version of unreal is sparse so I just couldn't polish that part to my liking. 

Anyway, thanks for playing! We both really liked your game.

(+1)

Oh man... I'm aware that HTML always brings unexpected issues. And still, I know that mouse movement mechanics are tricky to implement. But yet you made an awesome game. Congratulations!