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I was concerned about the dualshock usage. The new user input system seems to struggle with it. It's weird because I can get my ps4 controller to work fine  (I should mention my third party dual shock does not work fine, but my brand name Sony controller works perfectly), but that doesn't guarantee every type is supported correctly. But I will dig further into making sure more controller types work correctly. 

And I agree, the gamepad is much more fun to play in my opinion.

The limited bullet range was meant to be part of the story that I didn't get to implement.  So hopefully when I update this, this feels more cohesive and makes more sense!

The knockback on the bosses was kind of an accident. I copied my enemy knockback code, which utilized the enemies max potential velocity, and multiplied it with the vector pointing in the opposite direction. Since the bosses had higher velocities, it caused them to go flying around lol Honestly the result is pretty funny to see them going flying around. But it would be loads better to have appropriate boss reactions.

And I appreciate the feedback during the stream. I had fun playing your game and being able to ask questions while playing was nice!

(+1)

Yeah I thought it was strange that my Sony DualShock 4 didn’t work on your game, but it works on other games including my own. I don’t know if this helps, but you may want to check and see whether you are using the generic “Gamepad” controls for your input actions in Unity. I’ve found that option provides the best compatibility across multiple controllers.

That's what I am currently using. So I really won't know until I dig into it further. It could be how I'm calling the input. I believe I am using pass through values. But it's been a few days since I looked at the scripts lol