thanks for the detailed feedback, I often forget about things that I havent explained; when your head exploded you might have accidentally hit F, I was using that for testing but I never took it out, unfortunately quite close to the other keys
- I think my friend had the same problem, I should explain in game that you dont actually have to be facing the wall to wall jump, I think thats where people are having the problem but admittedly the controls are a little odd since it was originally more of a shooter
- honestly not sure why steam vr opened but I must have set up some steam integration at some point, I think unreal likes to do that
- didnt get around to setting up proper editor ui yet, currently you have to playtest with T and then use the normal pause menu
- thats a good point, Id never thought of it this way, Id been focusing on the sandbox element a lot so was planning to have the character creator easily accessible and then a community levels tab next to the official levels. funnily enough Ive been inspired by Happy Wheels a bit in that regard and now that I think of it, Happy Wheels' Play button is much bigger than the rest of the options lol
- thats interesting lol I never actually used my controller on this, the animations check for if youre holding a movement key
- you can hit enter to restart the level when dead but thats another thing I didnt explain properly yet
but again thanks for the feedback and Im glad you enjoyed it, Ive not been very motivated to work on this so this is good to know