The interaction overhaul detailed earlier in this thread would help so much in making the game controller accessible. I've tried to use third party compatibility tools for controller/gamepad use and the main obstacle really is the absurd amount of buttons used to deal with objects. Contextual usage prompts would go a long way to making this game playable for a lot more people, even if native gamepad/controller support isn't implemented.
The consoles could pose a problem, but as there doesn't seem to be free text, a sort of radial menu would work well for it. For the maths problems, an onscreen numpad (either as a square menu or as another radial menu) would suffice.
SpeedyDoggo
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It'd definitely be nice. I haven't been able to play in a while because I can't use a mouse and keyboard for very long anymore. I really miss playing this game so controller support would let me return to it.
I know there's some typing involved so maybe having a list of phrases/keywords we could toggle through is an idea.
Thank you SO much for the review. It really warms my heart to hear how much you enjoyed the characterization. I will convey your love for the duo to the rest of the team and we'll imagine that you liked Naoki's video about the house. ;)
Cat actually only designed Finlay! Cheririm designed Naoki and the monster designs, and the ghosts are my characters. (Fun fact: those ghosts also feature in the other game jam I wrote, No Need for Best.)
Interesting concept, though functionality seems a bit sticky re: the lever to drop the body. Clicking it on the same position doesn't immediately do anything, and I have to click a few times just to get it to function once (either to open or close, as in, I click twice to close the bridge when it's open). If this is from needing to inhibit input during the animation, I'd suggest doing away with the need for a second click and having the bridge replace itself automatically.
Haven't finished, but do wanna point out that the first level is very finicky, and difficult to press the buttons. The next level actually has a prompt, which seems.... strange to say the least, given the lack of prompt in the first level. Atmosphere is cool, though, and if it weren't for the finicky first level, I probably would've kept playing.