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(+1)

I played the downloadable Windows version. In my experience HTML5 versions have some sort of issues most of the time. Maybe the jumpiness of the mouse look (i.e. very high sensitivity) depends on the screen resolution. I have a 2560x1440 screen here and I played on fullscreen. I'm not sure how Godot handles mouse input in regards to viewport size. But in general, having a sensitivity slider would allow people with similar issues to work around such problems.

If you'll pursue this concept in the future, I'm looking forward to see what you'll do with it.

(2 edits)

oooooh, yeah, the resolution would explain it, of course! (Godot can give you relative mouse movement values in pixels, which i'm using to rotate the camera; obviously the mouse will cover move pixels in the same distance if the resolution is higher) (and of course i haven't tested the game on anything other than 1920x1080)

shit, i need to patch this asap lol, i hate to imagine how slow the camera rotation would be on resolutions below 1920x1080