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We'll be adding control options for launch, definitely. Not sure if it'll be full remapping or just some layout options yet. Out of curiosity, how did you control the game, keyboard or controller?
I played with a controller and felt I'd like to aim with L trigger and shoot with R trigger. There were also plenty of instances where I would tap A to close a dialog and it would start an interaction again eg. when retrieving ammo from the car. Also if it's straightforward to implement, controller specific button prompts would be really welcome, I played with a PS4 controller and would appreciate the option to either manually change the button prompts between Xbox/Nintendo/Playstation configurations or auto-detect if possible!
Looking forward to the full release!
Thanks for all the kind words! I did want to ask though, which controller prompts showed up for you? It should be auto-detecting PS4 or PS5 controllers and showing PlayStation buttons, otherwise showing ABXY etc... Was that not working?
I used the controller. I tried the keyboard at first but it didn't quite feel right. My biggest issues with the controller layout is that I don't feel like it uses the available buttons, and also doesn't follow the standard control scheme for games like this.
For instance, the inventory being a shoulder button instead of a face button (like Y, which is unused). Both run and shoot being the same button feels strange, as does the flashlight and grenade. I accidentally threw grenades at times when I didn't mean to do that.
I was able to overlook this though, and still really enjoy the demo. CAn't wait to play more.
For me it shows ABXY with a PS4 controller plugged in.
I'd also suggest a "cooldown" for a couple of frames when you advance through dialogue as on a couple of occasions I'd intended to press confirm once and it skipped past a page.
One more thing, related to the text rendering, is it intentional for them to be a pixel font but have soft/blurred edges? It felt jarring next to stuff like icons that have sharp pixel edges.
- I personally went for X and O inverted compared to default.
- I wanted to map Run to Square and Inventory to Triangle, but unfortunately since the game itself doesn't allow for it I had to do it in Joy2Key ... which doesn't have the ability to disable the original gamepad input. Hence it caused the flashlight to trigger when running.
- I found myself wanting to tap Left Trigger for aim, and to have left/right bumper mapped to camera left/right.
Overall I think the game does need the ability to remap everything to ones liking.
Also (on an unrelated topic), even though I loved many things about the demo (visuals, tone and game mechanics are all great) I eventually stopped playing because of the camera angle not being consistent between rooms. It makes the game very disorienting, breaking the pleasure of exploration.