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If the game achieves enough success on the desktop and mobile platforms, I'll also look into a console release, at which time controller support is a must and if it happens for consoles, I'll be sure to patch the desktop versions to support it as well.
I did some experiments using the Steam controller a while back just to see what it was like, and there are really two big problems to overcome.
1) Movement in a diagonal grid with a directional pad or controller joystick feels very very awkward ... I don't have solution for this quite yet, but perhaps just fine tuning the thresholds with a controller stick would be enough?
2) Targeting an enemy for a ranged attack is problematic, simple target cycling might work ... but still would need a solution to target an empty tile ideally.
Bump. It's been a year. ;)
While for targetting (unless this already is the case) it would just be a case of pressing down right or left analog stick button to enable target mode and moving it manually, or using left or right bumper to cycle through targets when in this mode.
In July 2020, gamepad support was added to Rogue Wizards along with a bunch of other changes: https://store.steampowered.com/newshub/app/392260/view/2765724820070705073
This is been tested out with the industry Standard Xbox controller so far. Soon I will test out using PS4 controllers as well as adding an a controller image to the menus that labels what all the mappings are.
Additionally, when enemies are on the screen in "stepped combat mode", if you gently press the left stick the cell your movement or action will take place in is highlighted. Continuing to press the stick in that direction will execute the move or attack at that location and direction.
Note it is also now possible to cast any spell from the shortcut UI at anytime without equipping the rune and spending a turn to do so, the shortcut D-Pad selection and the right stick manual targeting can be done at the same time to allow for maximum targeting flexibility. Desktop mouse users have new animated targeting cursors to handle the manual targeting.
All 3 console versions are almost ready, I'm hoping to get these out there in the early spring 2021.