Librarianon

Your local Librarianon

  • He/Him

Writer, TF Finatic, Recohoster, and Game dev. Wasnt able to post here as much as I liked, but I'll miss it and all of yall. Till we meet again, friends!


tayl1r
@tayl1r

when people asked me if i was going to add controller support i should have said no


tayl1r
@tayl1r

one-shot screens (credits, tutorials) ✔
main menu ✔
character select ✔
modifier select ✔
quests screen ✔
collections screen ✔
map ✔
rewards (shop, camp, spells, badges, etc.) ✔

combat ❌
the board works! it has some custom logic to help smooth diagonal inputs so you can enter it all fast. which is good as i added a timer mode.
what you cannot do is navigate off the board to see what "apply 1 purple ball" does or inspect the enemies.

options screen ❌
this probably just needs a redesign to be a vertical list. making all the buttons hotspots is just not how you expect a controller to work. and using shoulder buttons to jump categories is a mess.

inventory screen ❌
yes, right between the eyes please

apart from the inventory, which is kind of important, you can play the game with a controller now. i plugged my laptop on the big tv and it was fun! and you could cut yourself on those huge pixels. this is how i wanted it, not some lame old crt smoothing them out. they should be chunky and razor sharp.


tayl1r
@tayl1r

you can now go off the grid


You must log in to comment.

in reply to @tayl1r's post:

hehe, retrofitting it is quite daunting, but it hasn't been that bad. good luck! 🙏
tbh, the worst part is the context switching. the player can start dragging something with the mouse, then press A at the same time on the controller, and for some reason this needs to become my problem