one small visual that would help the player in the bead trade menu would be a small description of the bead you are hovering over, because I know I definitely wouldn’t be able to remember every beads function just by looks.
Congratulations on completing the channel! From BTPD to almost released game, its really awesoem to watch your devlogs and watch it develop. Keep it up!
Been here since you originally started this project in one of BTP's videos. So cool to see how far this game has come and I look forward to these videos every week. Too bad its ending but the final product will be amazing. I also love MashUp so I cant wait to see your game jam game!
*presses f to applaud* Really though, been watching your entire devlog since the competition and after much consolidation... Never wanted a "subscribe" button to mean more. Amazing work on this beautiful journey so far, I've been wish listed since day one and cannot wait for the rest of this journey! Only regret is not commenting sooner :)
Your win was stolen, the game you made is 100% better than the simple game your competitor made. I think I can say this for a lot of us here, you won 🏆
The first few weeks were fine, but the more i see of the game and the more you polish it, the harder the waiting gets. *Imagine the "let me in" meme from eric andre in this position*
This is looking AWSOME! I’m glad you explained the beads because I kinda forgot lmao Deffo think the changes you made to them are for the better Also I hope the game jam went well!
Wooah imagine needed to implement controller support to ur game and have to learn something (jk obviously but that’s insane how much work it takes to do controller stuff can’t wait for the game to be out 😊)
Given Samuel has a cane as a weapon, and one of the items allows you to stomp enemies like Mario, I'm very surprised you haven't added a Scrooge McDuck style down attack with the cane. This could still work even with the hydraulic boots in game as the boots could effectively allow you to continue the attack without consciously thinking about it.
I really appreciate you sticking with the controller support! I know for myself and many others that it's a must have for accessibility. I'm definitely looking forward to the demo. Good luck in the game jam!
congrats on completing the 100 days challenge. curious to how this project continues to grow and evolve. I've been hooked since the Blackthornprod challenge.
I know what you mean with UI for controllers. Setting up play controls was fine but omg I haven't even made a start on how I am going to navigate my menus with a controller I already did the same sort of refactor to plan for it. You did well especially dealing with the different controller icons.
Thank you! I definitely feel like it was the most hours of work I’ve done for the very least amount of “flashiness”, but function-wise it couldn’t be more important! (Not looking forward to implementing controller rebinding either 😬)
Yesssssss i have been waiting a whole week for this!!! Also are you planning on doing another music video? I think the first boss fight is going to be the best because of the music.
@@LighthoofDrydenl was just binchwatching all your video's again and i got an idea for meta-progresion. In 1 video you mentioned somthing about every time you die you go back to the mansion, in the mansion you can do some upgrades, lore,... But you also said somthing about animals. Now my idea, lore about the family of samuel. In the mansion you can buy relics/object that belonged tho samuels family, those object can be linked to animals so for every family relic you get there comes an animal extra in the mansion, that not only gives the oppertunity for more lore (and bones maybe😅) but also for meta-progresion.
5:06 with the controller menu makes me think of the way that Warframe handles its own controller menu, and it actually does both menu functions. It lets you move between one UI button to another with the movement joystick (left), as well as tabbing through menus with triggers/bumpers. But it ALSO lets you move a cursor around like you would with a mouse, but with the looking joystick (right), and I'm pretty sure the cursor always comes from whatever button you last moved to. And of course, you can edit the speed and magnetism of the cursor as well. It's really a delight, and Warframe is a free game, so I would definitely suggest checking it out if you have the time, so you can see how it feels (don't play too much though, because it can and will take away all of your free time) 5:43 would like to see the beads unravel and spread onto the sheet of paper, just because 6:10 so cool to learn that your husband helps with editing 6:42 the only reason why I could see throw speed being helpful is if you could carry more than one item or could throw multiple things consecutively or something Otherwise, yeah it's probably not going to change the timing windows much unless it straight up halves the time to throw or something like that. 7:55 YO THAT'S HOW WARFRAME DOES THEIR ROLL (now just add bullet jump lmao) 9:07 I noticed it was blue earlier, but somehow completely forgot it was ever even green LOL that being said, I like it a lot more now, even if I am biased since I suggested it
I betttt I could make that unravel thing happen now that the rest is working!! The throw speed was *okay* since it sometimes made for better arcs, and projectiles that travel faster hit enemies more reliably, but I think my actual issue with it is that incremental upgrades to it don’t feel as impactful as they could. Maybe a relic that makes them go faster would feel better or more interesting 🤔
That aimer script is a godsend. Salt and Snactuary was a fucking nightmare to learn. You are so thoughtful about controller input, and Salt and Sanctuary is a Metroidvania! How is it a dev with only 1 past game is doing an amazing job in 100 days might I add, than a studio. Sure Studio Ska is small but surely they had so much more experience with their past releases. Jesus! Sorry. You are a saviour to humanity my man! Best of luck! Surely getting your game now! Please do a PS4 + PS5 release! Pwetty Pwease... OH MY GOD! AND THERE IS ANIMATION CANCEL! MAKES IT BETTER THAN BOTH BLOODBORNE AND SALT AND SANCTUARY COMBINED! (At least mechanically...)
Before beads shop was intriguing and creative, now it is as plain as it can get! ( Hope it really makes so much difference in the backend that simplicity of the new one outweighs the fantasy and beauty of the elder one.
I am not that great in English language, so I'd like to leave a note here, I just want to make clear that I wrote the comment above just because I prefer the old one, and not to press any view onto anyone.
The beads gave me an idea: whenever you get around to creating a system that let's you see past runs, what if they were displayed as necklaces? Each of the beads would be, well, beads, and each of the relics could look like charms Idk if my brain is cooking with this but I wanted to throw the idea out there
@@LighthoofDryden Excited to see whether this becomes something cool! Watching this entire game come together over the past few weeks has been really cool!
Hello! Newcomer to your channel here! Your game looks amazing! I just have one question if you don't mind. I want to be an indie game dev, so looking at your channel, the game, your interaction with the comments and the amount of work you're putting into your game, I must ask, how much time does it take from you daily? Is it overwhelming? Like, do you have time to do other things in your life, be relaxed, do other responsibilities maybe even another side job? Sry if the question is a bit personal you don't have to answer. Just wondering to prepare myself mentally to what's to come.😂
Hiya, welcome, and thank you! So, the game and channel is about 60 hours of work a week, roughly! I also teach violin 10h/wk, and usually have at least one social event like a niece’s birthday party, and sometimes a gig like singing for a funeral. Daily I walk my dogs and hang out with my husband a little bit. And nightly I work on the game while chatting with friends on Discord until they go to bed, then I’ll usually keep going until i hit a stopping point. Then I’ll practice violin, watch an episode of an anime or play a game for study for about half an hour before I fall asleep 😴 I love doing it, but it’s probably not workload-sustainable long-term, and it’s nowhere near financially sustainable unless I have a *great* release or get funded, so we’ll see!
@@LighthoofDryden Bro that's amazing I could never have so much activities in one day even though I want to! Quite the healthy life thankfully. Thank you for the information, I understand each person is different and they could come up with different schedules that fits them better or worse, but its still very helpful for me so I'll keep this info in mind to get a decent idea of how efficiently I'm using my days. :D I know this isn't enough in return but here's some feedback of mine from watching the 10k$ challenge (which you deserved to win btw): I *personally* think the character's movement is a bit slow, or maybe it's the animation's speed. And the character could use some fun extra animations that he does at certain prompts or at random to spice things up, because I feel like it's "staticy" if that makes sense... Once again thank you and may you have a blessed life.
@@LighthoofDryden ok i forgot about that part, but it wouldn't be that hard. All you would need is a conditional in each text node to check which type of controller is connected and displays different images or text depending on the result. Maybe an additional 8 lines of code on each text node?
@@LighthoofDryden ok so in the project settings you can register different named actions on an input map, like w and up arrow and joystick forward are forward. and when you are checking for input, the thing you check for is those named input signals. so if you all of a sudden wanted forward to be the y key instead, you would just go to the input mapping, disconnect the keys connected to forward and connect the y key to it. you wouldn't need to change any code, because you're still looking for the forward signal, it's just emitted by a different key now. the same goes for connecting things like controller support, since there are built in xbox and playstation and i believe switch button types you can connect to your mapping signals.
I really want to Watch this video but i launches at the same time as gmtk game jam so i have a request just move this video to halv an hour before. Thanks
Do you know what is the problem with the new input system it doesn't not support therd party controller's by default 😅 However most people use xinput or PS4 or switch controller's. And those who don't use those probably use some form of controller emulator to play those game's.
I don’t have anything to compare it to, and I know flexibility comes at a certain cost to ease of use but I’d love to get into Godot’s someday to really see
I really wonder if the Switch pro controller will work, it is really buggy everywhere else (When used with USB). i dont have bluetooth 🥲 At the end of the day Steam input should fix that, but it could be annoying to set up. also | F |
Looking forward to doing the game jam with you! LET'S GOOOO
Hell yesssss my first GMTK!!!
U guys got this!!!
" i'll just add controller support real quick in two days" -famous last words💀
For real what even was I thinking?? Classic Dev Move
Watching this project develop has been super interesting and inspiring. Can't wait for the demo.
Thank you!! Your encouragement means a lot!
I agree so happy he continued it after the Jan
All my homies hate adding controller support to games
REAL
Rest in peace, Zoomuel. You shall be missed
Who else is going to watch this at the same time as GMTK?
I moved it a little earlier so it wouldn't overlap!! See ya soon (hopefully haha)!
Just did as a reward for grinding all day
Gmtk and Devlog, today is a truly special one ❤
Controller support? What if I wanna play the game with my extra bones?
one small visual that would help the player in the bead trade menu would be a small description of the bead you are hovering over, because I know I definitely wouldn’t be able to remember every beads function just by looks.
I realized that as I was compiling the footage that I left that out 😅 I know how I’ll implement it though! There’s space on the menu luckily
At 3:23 , can’t help but think of Scott Pilgrim listening to Ramona rattle off her choices of tea 😂 “Did you make some of those up?”
I WISH I was making them up
Congratulations on completing the channel! From BTPD to almost released game, its really awesoem to watch your devlogs and watch it develop. Keep it up!
Thank you so much!! It means a lot :D
Ayla. HOW DID YOU PARRY. A WALL
Been here since you originally started this project in one of BTP's videos. So cool to see how far this game has come and I look forward to these videos every week. Too bad its ending but the final product will be amazing. I also love MashUp so I cant wait to see your game jam game!
Thank you so much for adding controller, it really annoys me when games dont have controller support- Cant wait to play disinherited
Agreeed it’s very important to me!
If I see Disinherited in the Nintendo E-shop I will immediately ascend to heaven
SAME
*presses f to applaud*
Really though, been watching your entire devlog since the competition and after much consolidation... Never wanted a "subscribe" button to mean more. Amazing work on this beautiful journey so far, I've been wish listed since day one and cannot wait for the rest of this journey!
Only regret is not commenting sooner :)
Ayy I’m glad you’re commenting now! Thanks for your kind words, they really brightened my night 😄
Loves the video as always! Great editing 😉
Hehe thank you!!
I'm super excited for this game, ever since watching the blackthornprod competition
Thank you, that means so much!
Nah that overwatch moira clip was so diabolical and unexpected.
Your win was stolen, the game you made is 100% better than the simple game your competitor made. I think I can say this for a lot of us here, you won 🏆
NICE!! I’m glad you’ll be going with the retrospective devlog idea!
The first few weeks were fine, but the more i see of the game and the more you polish it, the harder the waiting gets.
*Imagine the "let me in" meme from eric andre in this position*
Yessss my propaganda is working then 😆
Sooooon
This is looking AWSOME! I’m glad you explained the beads because I kinda forgot lmao
Deffo think the changes you made to them are for the better
Also I hope the game jam went well!
Thanks so much!! Yess we had fun (and I got to learn some stuff too!)
Wooah imagine needed to implement controller support to ur game and have to learn something (jk obviously but that’s insane how much work it takes to do controller stuff can’t wait for the game to be out 😊)
Lmao ikr I just thought it would be significantly easier to learn, bc in theory it’s so simple! But thanks to the magic of strings 😱
Good luck on the game jam!
Thank you! I had wayyy too many obligations this weekend, but we tried our best!
Good luck with GTMK! looking forward to seeing you at the finish line 👍
Thank youuu hope you’re having a great time of it!!
@@LighthoofDryden I think it went pretty well overall, happy with the end result👍What game did you guys put out?
Given Samuel has a cane as a weapon, and one of the items allows you to stomp enemies like Mario, I'm very surprised you haven't added a Scrooge McDuck style down attack with the cane. This could still work even with the hydraulic boots in game as the boots could effectively allow you to continue the attack without consciously thinking about it.
I dooo keep thinking about putting in a Hollow Knight pogo, but this might be even better!
I really appreciate you sticking with the controller support! I know for myself and many others that it's a must have for accessibility. I'm definitely looking forward to the demo. Good luck in the game jam!
Agree so hard, one of the major reasons it was a must-have feature for me :D (rebinding, too!)
Thank you!
congrats on completing the 100 days challenge. curious to how this project continues to grow and evolve. I've been hooked since the
Blackthornprod challenge.
Thank you!!! Working on many many things to get it polished and level up to a full release 😄😄😄
I know what you mean with UI for controllers. Setting up play controls was fine but omg I haven't even made a start on how I am going to navigate my menus with a controller I already did the same sort of refactor to plan for it. You did well especially dealing with the different controller icons.
Thank you! I definitely feel like it was the most hours of work I’ve done for the very least amount of “flashiness”, but function-wise it couldn’t be more important! (Not looking forward to implementing controller rebinding either 😬)
Yesssssss i have been waiting a whole week for this!!! Also are you planning on doing another music video? I think the first boss fight is going to be the best because of the music.
Yesss I'm going to do one on the Cilice boss music! I still have the script written for it even though I didn't get to make it that week haha
@@LighthoofDrydenl was just binchwatching all your video's again and i got an idea for meta-progresion. In 1 video you mentioned somthing about every time you die you go back to the mansion, in the mansion you can do some upgrades, lore,... But you also said somthing about animals.
Now my idea, lore about the family of samuel. In the mansion you can buy relics/object that belonged tho samuels family, those object can be linked to animals so for every family relic you get there comes an animal extra in the mansion, that not only gives the oppertunity for more lore (and bones maybe😅) but also for meta-progresion.
Watch the video✖️
Watch the super cute dog in the corner✅
Honesty saaaame
Very interesting video! Thank you for the great 100 day journey!
Thank you for coming along!!!
i remember on a game, you don't throw with trigger, but when you release the stick it throw, it's like a bow.
I live for unhinged devlogs
5:06 with the controller menu makes me think of the way that Warframe handles its own controller menu, and it actually does both menu functions. It lets you move between one UI button to another with the movement joystick (left), as well as tabbing through menus with triggers/bumpers. But it ALSO lets you move a cursor around like you would with a mouse, but with the looking joystick (right), and I'm pretty sure the cursor always comes from whatever button you last moved to. And of course, you can edit the speed and magnetism of the cursor as well.
It's really a delight, and Warframe is a free game, so I would definitely suggest checking it out if you have the time, so you can see how it feels
(don't play too much though, because it can and will take away all of your free time)
5:43 would like to see the beads unravel and spread onto the sheet of paper, just because
6:10 so cool to learn that your husband helps with editing
6:42 the only reason why I could see throw speed being helpful is if you could carry more than one item or could throw multiple things consecutively or something
Otherwise, yeah it's probably not going to change the timing windows much unless it straight up halves the time to throw or something like that.
7:55 YO THAT'S HOW WARFRAME DOES THEIR ROLL (now just add bullet jump lmao)
9:07 I noticed it was blue earlier, but somehow completely forgot it was ever even green LOL
that being said, I like it a lot more now, even if I am biased since I suggested it
I betttt I could make that unravel thing happen now that the rest is working!!
The throw speed was *okay* since it sometimes made for better arcs, and projectiles that travel faster hit enemies more reliably, but I think my actual issue with it is that incremental upgrades to it don’t feel as impactful as they could. Maybe a relic that makes them go faster would feel better or more interesting 🤔
Thank you for considering my suggestion. I apologize for the unnecessary complexity.
No need to apologize!! It was all necessary 💪
That aimer script is a godsend. Salt and Snactuary was a fucking nightmare to learn. You are so thoughtful about controller input, and Salt and Sanctuary is a Metroidvania!
How is it a dev with only 1 past game is doing an amazing job in 100 days might I add, than a studio. Sure Studio Ska is small but surely they had so much more experience with their past releases. Jesus!
Sorry. You are a saviour to humanity my man!
Best of luck!
Surely getting your game now!
Please do a PS4 + PS5 release!
Pwetty Pwease...
OH MY GOD!
AND THERE IS ANIMATION CANCEL!
MAKES IT BETTER THAN BOTH BLOODBORNE AND SALT AND SANCTUARY COMBINED! (At least mechanically...)
NOOOOOOOO NOT THE GILDED BEAD 😭
The gilded bead is safe, don’t worry!! Well… it’s been renamed and redesigned on the last 24 hours but other than that… the ability is the same!
@@LighthoofDryden Nice 😎👍
I like the idea of losing less light, so it's good it's staying!
@Bloom8182 ooops I forgot my own beads’ effects hahah. That one is gone sorry 😭 but it may live on in another relic somehow!
@@LighthoofDryden NOOOOOOOOOOO😭
That effect as a possible relic makes more sense anyway ¯\_(ツ)_/¯
Still can't wait for the release though!
The damage Moira slander you snuck in there was awesome
Is it slander if it’s the truest thing ever said 👀
YESSSSSSSSSSSSSSS LETS FRIGGEN GOOOOOOOOOOOOOOOOOOO
Yesssssssss!!!!
@@LighthoofDryden *late again lol* So happy to see all the progress you are making!
F for the Controller Support😂
I am joining GMTK GameJam too, and maybe my TH-cam video will wait like your Demo😅
See you in the jammmmm!!
Before beads shop was intriguing and creative, now it is as plain as it can get! (
Hope it really makes so much difference in the backend that simplicity of the new one outweighs the fantasy and beauty of the elder one.
I am not that great in English language, so I'd like to leave a note here, I just want to make clear that I wrote the comment above just because I prefer the old one, and not to press any view onto anyone.
There’s still lots of time to make it look more exciting-but it has to work first!
@@LighthoofDrydenkeep it up! The game is awesome and I'm a fan of the sprites' artwork
Well, now that these devlogs are over, what am I supposed to look forward to on the weekends?
Luckily there will be one this Friday 😄😄😄
my thoughts exactly
The beads gave me an idea: whenever you get around to creating a system that let's you see past runs, what if they were displayed as necklaces? Each of the beads would be, well, beads, and each of the relics could look like charms
Idk if my brain is cooking with this but I wanted to throw the idea out there
This is absolutely cooking, I’m gonna try it out and see what I can do with it 👀
@@LighthoofDryden Excited to see whether this becomes something cool! Watching this entire game come together over the past few weeks has been really cool!
Muahahaha godot press a button and then controller support go brrrr
😭😭😭
Comment for you
My thanks 🫡
Hello! Newcomer to your channel here!
Your game looks amazing!
I just have one question if you don't mind.
I want to be an indie game dev, so looking at your channel, the game, your interaction with the comments and the amount of work you're putting into your game, I must ask, how much time does it take from you daily?
Is it overwhelming?
Like, do you have time to do other things in your life, be relaxed, do other responsibilities maybe even another side job?
Sry if the question is a bit personal you don't have to answer.
Just wondering to prepare myself mentally to what's to come.😂
Hiya, welcome, and thank you!
So, the game and channel is about 60 hours of work a week, roughly! I also teach violin 10h/wk, and usually have at least one social event like a niece’s birthday party, and sometimes a gig like singing for a funeral. Daily I walk my dogs and hang out with my husband a little bit. And nightly I work on the game while chatting with friends on Discord until they go to bed, then I’ll usually keep going until i hit a stopping point. Then I’ll practice violin, watch an episode of an anime or play a game for study for about half an hour before I fall asleep 😴
I love doing it, but it’s probably not workload-sustainable long-term, and it’s nowhere near financially sustainable unless I have a *great* release or get funded, so we’ll see!
@@LighthoofDryden Bro that's amazing I could never have so much activities in one day even though I want to!
Quite the healthy life thankfully.
Thank you for the information, I understand each person is different and they could come up with different schedules that fits them better or worse, but its still very helpful for me so I'll keep this info in mind to get a decent idea of how efficiently I'm using my days. :D
I know this isn't enough in return but here's some feedback of mine from watching the 10k$ challenge (which you deserved to win btw):
I *personally* think the character's movement is a bit slow, or maybe it's the animation's speed. And the character could use some fun extra animations that he does at certain prompts or at random to spice things up, because I feel like it's "staticy" if that makes sense...
Once again thank you and may you have a blessed life.
Game looks good man. Eager for more content. You make videos on the game jam project?
Weird flex but iv got a good gaydar xD
Ha!!
I might make a video, I’m not sure yet!!
I actually prefered the old bead menu (but haven't played it myself obvsly) , had a lot more character to it
I agree, I think it was prettier (and this one will get prettier too), but first it has to be all about the function 😅
I think nobody will complain on the fact that ther isn't a demo because it's giving hope for some 200 days devlogs
Well that is definitely a plus 😅😅😅
Who wants to tell him that if he was working in godot he would just need to click three buttons to add controller support?
They even switch out button prompts for you and stuff??
@@LighthoofDryden ok i forgot about that part, but it wouldn't be that hard. All you would need is a conditional in each text node to check which type of controller is connected and displays different images or text depending on the result. Maybe an additional 8 lines of code on each text node?
@pauleastlund4243 how do they handle the inputs themselves? Like what if “jump” changes to a different button or something?
@@LighthoofDryden ok so in the project settings you can register different named actions on an input map, like w and up arrow and joystick forward are forward. and when you are checking for input, the thing you check for is those named input signals. so if you all of a sudden wanted forward to be the y key instead, you would just go to the input mapping, disconnect the keys connected to forward and connect the y key to it. you wouldn't need to change any code, because you're still looking for the forward signal, it's just emitted by a different key now. the same goes for connecting things like controller support, since there are built in xbox and playstation and i believe switch button types you can connect to your mapping signals.
I would throw all my non Steam games on Steam and use Steam Input and a Dualsense to map all controls on there. Even add Gyro to any shooting game.
I forgot about that feature!! Could be *really* cool to have gyro for aiming the throws (maybe!)
nice
How are you feeling about the theme "built to scale"?
So many directions to go with the word “scale!” We’ve decided on kind of a multi-tiered approach haha, we’ll see how it works out!
I would press (f) to applaud but there's no such button on a controller...
You can press… um… uh…. “buttonEast”
Yoooooo you’re doing the Gmtk too?
Yes I ammm!! See ya in there :D
Are you planning to add language localisation
At some point! 😅 got most of the dialogue left to even write in the first place!
I really want to Watch this video but i launches at the same time as gmtk game jam so i have a request just move this video to halv an hour before. Thanks
Done!!!!
@@LighthoofDryden thanks
Do you have a plan for the cost of disinherited?
Its 10$
Patat has it! $9.99 in the states, and I’ll scale for other countries :)
I legit commented and dryden liked the comment 10 seconds later
@@LighthoofDryden im in ur discord, i pay attention
Do you know what is the problem with the new input system it doesn't not support therd party controller's by default 😅
However most people use xinput or PS4 or switch controller's.
And those who don't use those probably use some form of controller emulator to play those game's.
What?? It premiered 30 minutes early or am I crazy?
Also, will the next week's devlog also contain the minigame picks?
He moved it 30 minutes early yeah
I did move it early to not fight with GMTK!
And perhaps, I’ve really been scrambling to get the core content ready to go though!
Pls try adding mobile support too to the game if possible...
1:16 excuse me? Husband? I'm no homophobic by any means but im just curious if you said the correct word...
I didn’t misspeak 😄 I’ve talked about him a few times!
@@LighthoofDryden guess you Learn something every day
This makes me realize how lucky I am to be using godot after seeing how awful unity’s input system is
I don’t have anything to compare it to, and I know flexibility comes at a certain cost to ease of use but I’d love to get into Godot’s someday to really see
add back zoom bug🙏
Maybe as a treat 👀
Are you going to port it to switch? Please tell me you will… I only have a switch and I NEED to play 😢
That’s my first choice if I get to the porting stage, which I hope to!!
What is gmtk?
GameMaker's Toolkit, a huge game dev channel! He hosts a game jam each year, and it starts today :D
Its like the World Championship of Indie Game Makers at this point. A lot of great games come from this awesome game jam :)
@@LighthoofDrydenty
@@ntPinguty
@@LighthoofDrydenI wish u would get more recognition
Hahaha
This guy is gay right... ?
F
gay
I really wonder if the Switch pro controller will work, it is really buggy everywhere else (When used with USB). i dont have bluetooth 🥲
At the end of the day Steam input should fix that, but it could be annoying to set up. also | F |
Controller support? What if I wanna play the game with my extra bones?
As long as they can be bound to inputs!! 😜
F