Control scheme feels awkward.
Unintuitive Q for left and also the need to hold Shift to run while you probably nearly always want to run. My hands don't appreciate the stretch.
P.S. Godot (now) has a quite nicely working web export if set to GLES2. My submission uses it though probably trying to go fullscreen is a bit more complex (though maybe not).
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Hi, thanks for taking time to write a comment.
The Reason why you feel "Q" Unintuitive is because my keyboard is an azerty, and make it work better for it, I would have wanted to make it also work for qwerty, but i've finished the important part like 1h before the jam end, so i did not have the time to polish it more, sorry for that inconvenience. And for the Shift, well, it's personnal, i like it, and to be honest, you don't need to run all the time, first phase speed is just needed to dodge, second is the one were you use it permanently, third should not, and last you altern with normal and run because of the speed of the attack.
I used the GLES3, honestly i did not know if that matter, but Godot said it's better for .exe game etc, and that GLES2 is better for web game, so i used GLES3.
Axe-crude 2-minute solution:
In project settings in input mapping tab (tabs are on the top and greyed out for some reason) one can just make "Q" and "A" correspond to the same action "ui_left".
If controls are made using Input class and its action-related functions it will be effective.
That would result in one additional redundant key for "ui_left" but since the keyboard is underused anyway it's no biggie.
Less crude solution is to use OS.get_latin_keyboard_variant() which returns "QWERTY", "AZERTY" or whatever else.