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(+1)

I thought about implementing controller support before because people complained about it, but I sadly have no idea how I would do that because of some mechanics later in the game. Believe me when I say that this game works really only on keyboard and mouse and you would handicap yourself with a controller if it had the option. 

Also to be honest I have no idea what the problem with the keyboard controls even is. The control scheme is fairly standard for PC games and you don't need to twist your hands in crazy ways like if you were playing monster hunter on the ps2. 

Of course I want to address this concern that so many people seem to have and the best idea I had for it was button remapping. Which is now fully implemented and will be uploaded as soon as possible.

The thing with the wall jump is that the problem with the stairs is just a natural consequence of having a wall jump to begin with. I can try to adjust the hitboxes a bit but it will probably never go away fully and I think people will just have to learn how to avoid wall jumping at the wrong time. But I will change a few things to make it better. I will add a sound when entering a wall and as mentioned adjust the hitboxes for the wall detection a bit. 

Thank you very much for the feedback and playing though. Very much appreciated.

(+1)

Making the game controller compatible would probably require changing some gameplay elements so your response makes perfect sense. I think you could still have the shift dash and even click and drag with a controller, if the shift mode was triggered by different buttons (i.e. depending on whether you wanted to dash or move a block). However it would probably require giving up aiming the taser in favor of an Ori-type auto-aim attack, which may be unacceptable. At any rate, I'll try re-mapping the buttons in the next build and see if I can find something better for myself.

Re: the control scheme, I know wasd+mouse is standard for 3d games, but I think the extra platforming demands of 2d games, including in this case, quick, alternating a-d-a-d taps while also controlling shift and space, is a lot for one hand. That said, I acknowledge that for many people this isn't an issue at all. I'm glad it works for them. Different strokes for different folks. 

I should add, the fact that I've been trying to power through it regardless should say something about the quality of the game. 

One other minor qualm: I'm not a big fan of the platforming challenges that require coordination across multiple screens, especially when a mistake might mean tumbling down far and having to backtrack (seems like there are several sections like this after the second boss).

(+1)

Thanks for the reply. 

I'm very glad you are trying to stick with it. It means a lot. Hopefully you can make the controls more comfortable for yourself soon. 

About the sections where you can fall down a long distance; This is something that I'm very much aware of and that I also did on purpose. In past games I often had segments like this because I think it breaks up the level design quite nicely and I just like the design in general, but I can understands why people don't like it. I tried to not have too many of those sections in the game and also to not make them too punishing.

(+2)

The falling between rooms became more a problem for me with inter-room shift jet puzzles. There were times when I'd get into a new room and, due to how close my character already was to the bottom of the screen, I literally couldn't get my mouse into a place within the game window that would allow me to continue in the direction I needed to go. This led to a few frustrating tumbles.

Beat it :) btw I encountered a small bug when falling while trying to get to the optional boss fight in the snowy area. Sometimes when I fell the player would disappear on the board with the horizontal lasers but not die and I'd have to reset the game.