Hi. I enjoyed playing this game. I'm pleased that you listed the keyboard defaults, right on this page, so that I didn't have to guess them. However, having the keyboard defaults is only half-useful, because the game imposes its own layout on controllers. Movement is automatically pinned to "any kind of left analog stick". Jump is pinned to Button 3, Stone is pinned to Button 4, and I'm not sure what the Exit key is.
Hello my friend thank you for the Feedback!!
You played on controller?? This is awesome news!
I actually have an entirely separate build of the game, that is meant for Arcade Machines! (which is why the button 3/4 and analog stick works) Listed at the top of the description.
Although right now, the main downloadable / playable version is meant for Mouse and Keyboard! Im sorry controller wasnt working for you. But im surprised it worked at all!! I will be implementing real controller inputs in the next update!Maybe for now try keyboard, if available!
You don't need to "implement real controls". Profiler software (like JoyToKey and Antimicro) already does that. The only way to design a game that's "keyboard and mouse only" is to make the game require an entire keyboard, or to require the user to make extremely fast/precise mouse movements.
Your game does not require those. It uses a small number of controls. Therefore, it is already controller-compatible. The only problem is that the current version *forces* its own controls, which requires a trial-and-error struggle process to decipher. If the game didn't impose anything, it would be immediately friendly with JoyToKey.
Challenging. My only comment is I wish it were more intuitive why/how the lily pad is turning. I think it could be improved. Otherwise a great idea with lots of cool polish and clearly done well.
Great idea my friend some more direction would be nice. The game was created in 7 days for a game jam. So we mostly focused on sticking to the theme and adding our multiplayer!
The game will be worked on more in the future!
As of now the lillypad is perfectly rested on a centered pivot point. The only thing that moves the Lilly pad are the ducks unbalanced movement. And the objects falling ontop of it!
Thank you for playing and thanks for the feedback :)
I played this with a friend and we had a blast xD We still need to get good enough to stay on the lilypad more than 1min, but it’s always incredibly fun to coordinate and try to find strategies together
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Hi. I enjoyed playing this game. I'm pleased that you listed the keyboard defaults, right on this page, so that I didn't have to guess them. However, having the keyboard defaults is only half-useful, because the game imposes its own layout on controllers. Movement is automatically pinned to "any kind of left analog stick". Jump is pinned to Button 3, Stone is pinned to Button 4, and I'm not sure what the Exit key is.
Hello my friend thank you for the Feedback!! You played on controller?? This is awesome news! I actually have an entirely separate build of the game, that is meant for Arcade Machines! (which is why the button 3/4 and analog stick works) Listed at the top of the description.
Although right now, the main downloadable / playable version is meant for Mouse and Keyboard! Im sorry controller wasnt working for you. But im surprised it worked at all!! I will be implementing real controller inputs in the next update!Maybe for now try keyboard, if available!
You don't need to "implement real controls". Profiler software (like JoyToKey and Antimicro) already does that. The only way to design a game that's "keyboard and mouse only" is to make the game require an entire keyboard, or to require the user to make extremely fast/precise mouse movements.
Your game does not require those. It uses a small number of controls. Therefore, it is already controller-compatible. The only problem is that the current version *forces* its own controls, which requires a trial-and-error struggle process to decipher. If the game didn't impose anything, it would be immediately friendly with JoyToKey.
Thanks for playing! Balances and Updates incoming! Feedback appreciated :)
Is a fun and at the same time challenging game for cooperative mode.
Thank you! Glad you liked it! If you have any feedback, get back to me!
Challenging. My only comment is I wish it were more intuitive why/how the lily pad is turning. I think it could be improved. Otherwise a great idea with lots of cool polish and clearly done well.
Great idea my friend some more direction would be nice. The game was created in 7 days for a game jam. So we mostly focused on sticking to the theme and adding our multiplayer!
The game will be worked on more in the future!
As of now the lillypad is perfectly rested on a centered pivot point. The only thing that moves the Lilly pad are the ducks unbalanced movement. And the objects falling ontop of it!
Thank you for playing and thanks for the feedback :)
Very fun game to play with a friend. Simple idea which is still challenging, well presented and with a great sound design/music.
I played this with a friend and we had a blast xD We still need to get good enough to stay on the lilypad more than 1min, but it’s always incredibly fun to coordinate and try to find strategies together
The game is funny and played with a friend it represent a good challenge for the players
Mechanics are easy to understand. It gives a lot of satisfaction reach the limit of the lilly pad and save the second player.
The sound design and the music are great. Graphically the game is simple, but express very well the concept of pond
A really good game that worth a try with a friend to pass some time in a really funny way