One easy way to add support for multiple input keys is to use Godot’s “actions”, https://docs.godotengine.org/en/stable/getting_started/first_3d_game/02.player_input.html#creating-input-actions . There you can for the same action add multiple input keys. For instance, if you have an action for moving horizontally, you could add “A” and “left arrow key” for negative input, and “D” and “right arrow key” for positive input. That may also decrease the need for adding support for input key rebinding.
I chickened out, and played this in a virtual machine. I did make a recording of it, but I am not certain if it would be of any value to you, the recording’s quality is not great, and the game is a bit repetitive.
I did not complete the game, even though I played for more than 30 minutes, I saved and quit since I was bored, and I was not certain how many levels were left to complete.
It took me maybe more than 10 minutes before I understood why my characters were walking some of the time - apparently, you have to double-tap a direction key to make a character run. Would it make sense to let the characters always run and never walk?
I tried using WASD keys, but they did not work for me. Only arrow keys and the 1 and 2 numpad keys worked for me.
For the gameplay, I ended up spamming shots, since I did not know if there was any downside to just spamming shots, there is no way to cycle shots without shooting from what I could tell. I could be wrong, but some of the time, a shot of one color (not including the “kill-all” shots) killed an enemy of a different color.
One enemy was hidden by Pacifica’s left hand in one level, which cost me some time, but I figured it out before running out of time. The character art is very pretty.
Some of the game felt nice, it was a bit like being in command of an artillery battery and destroying targets. But it was too repetitive in the long run, there needs to be more variation.
I never figured out what the collectables did.
The game is at an early stage, yet some of it was fun.
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One easy way to add support for multiple input keys is to use Godot’s “actions”, https://docs.godotengine.org/en/stable/getting_started/first_3d_game/02.player_input.html#creating-input-actions . There you can for the same action add multiple input keys. For instance, if you have an action for moving horizontally, you could add “A” and “left arrow key” for negative input, and “D” and “right arrow key” for positive input. That may also decrease the need for adding support for input key rebinding.
I chickened out, and played this in a virtual machine. I did make a recording of it, but I am not certain if it would be of any value to you, the recording’s quality is not great, and the game is a bit repetitive.
I did not complete the game, even though I played for more than 30 minutes, I saved and quit since I was bored, and I was not certain how many levels were left to complete.
It took me maybe more than 10 minutes before I understood why my characters were walking some of the time - apparently, you have to double-tap a direction key to make a character run. Would it make sense to let the characters always run and never walk?
I tried using WASD keys, but they did not work for me. Only arrow keys and the 1 and 2 numpad keys worked for me.
For the gameplay, I ended up spamming shots, since I did not know if there was any downside to just spamming shots, there is no way to cycle shots without shooting from what I could tell. I could be wrong, but some of the time, a shot of one color (not including the “kill-all” shots) killed an enemy of a different color.
One enemy was hidden by Pacifica’s left hand in one level, which cost me some time, but I figured it out before running out of time. The character art is very pretty.
Some of the game felt nice, it was a bit like being in command of an artillery battery and destroying targets. But it was too repetitive in the long run, there needs to be more variation.
I never figured out what the collectables did.
The game is at an early stage, yet some of it was fun.
Yeah, It's an early version.
Glad you got to 30 minutes.
I need to work on adding a tutorial, add diferente enemies, and also fix some stuff like the dash, to make it simpler for newer users.
Based on feedback, there-'s a bunch of stuff to fix.
Double tap is a common way to dash on fighting games like kof, BTW.