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You know? I've been doing a bit of digging around on keyboard controls for a platformer, throughout production, and today, I had a look at reviews instead of just what bigger titles use as default. The bigger titles all say controller recommended and it's clear to me why this is: You can make a controler interact with the game more (eg vibration, button press sensitivity, analogue stick thresholds setting acceleration rates etc), where as keyboard buttons are simply true or false.

Anyway, a computer and keyboard are like a married couple, which is a simple fact that I overlooked. In hindsight, I probably should have put more focus keyboard remapping functionality, instead of all of the effort I put into controllers (analogue thresholds, button sensitivity, lerping vibrations etc). Based off of the reviews on steam, a lot of people have very different (and passionate <.<) ideas of what even a default control-scheme should be on a keyboard(eg some people think space should be jump, some think j, some think mouse click(what?), some think the up arrow). While this has been something of a disappointment to some of you, I apologize for the approach I took but I definitely have learned something and will apply it to the future build. 

To give you some clue as to how controller focused I am, I built most of this game WITH a controller, literally. Controller Companion from steam, a 360 controller with a chatpad keyboard, sitting on my couch and building on a 62" tv lol When I run the game to test, the keyboard mouse functionality is automatically disabled (a default feature with Controller Companion) and I'm playing with a standard 360 controller.

Thank you very much for your feedback, everyone. It was very helpful.