#Expand keybindings, no hardcoded keys

1 messages · Page 1 of 1 (latest)

last egret
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Nice that you have the ability to rebind some keys, but without all keys bindable it sadly becomes a bit awkward due to hardcoded key.
For example exiting the turret bound to E, shifting tab in shop to Q and E, and so on.

Would be great if all actions either had their own key or were linked to other actions, and bindings menu mentioning all that are linked to them.

Nice job so far!

hollow jasper
#

Thanks for the suggestion. Yes, we are aware that some minor keys are not bindable at the moment. This is on our list of QoL changes, so it's something we plan to add when we get to it.

Cheers!