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(+1)

No worries at all, input bindings across control methods are always the bane of a jam project imo (I got super lucky with someone making a simple input asset for Unity to handle a lot of the trouble with it).

(+1)

Looks like the Jam Host said it was OK to push quick fixes to add support for another platform, so we've gone ahead and binded the controls for controllers as well. Try giving it a go! 

Controls: D-pad: Movement, [PS "O", XBox "B" Nintendo "A"]: Switch dimensions with your time-piece, [PS "X", XBox "A", Nintendo "B"]: Dash