Input Manager
Here you take on the role of an AI, designed to manage inputs and make sure they go to the right section of code.
You have to make sure that the person playing your game does not notice that the code is faulty by keeping track of what the player is doing or has done, ignoring certain inputs, and clicking and dragging the right inputs to the right blocks of code. If you make a mistake, the player will start to get upset about their game not working. Too many mistakes and they rage quit!
The player will slowly calm down over time, and also if extra inputs are correctly disposed of.
Check out the development here!
This game was developed solo by me, a first time jammer :DSlightly clearer explanations of inputs that what is in game:
Duplicates: No input should ever be handled more than once
WASD: Always go to the "Move" block (blue)
M1 & M2: Always go to their respective block (orange, M1 on top, M2 below)
E: When "E" is correctly placed in it's code block (red), then any inputs of "E" should be ignored within the next set of inputs. After that it is reset.
Ctrl: "Ctrl" inputs are sent to the appropriate purple box; if the player is standing, it should be placed in the "Crouch" block (left), and if the player is crouched, it should be placed in the "Stand" block (right).
Shift: "Shift" inputs are sent to the appropriate green box; if the player is not sprinting (walking), it should be placed in the "Sprint" block (left), and if the player is sprinting, it should be placed in the "Walk" block (right).
Trash Can: Extra inputs can be placed in the trash can for a reduction of the rage meter!
ISSUES:
- There is a typo for the explanation of the sprint. It reads: "Also, any other action that isn't moving (Shoot, Aim, Grenade, & Crouch) will cancel the spring". When it should read: "Also, any other action that isn't moving (Shoot, Aim, Grenade, & Crouch) will cancel sprint".
I think sometimes the rage meter still goes up when putting a correct input in the trash,usually happens with E.
- Crouch has no duplicate checking
- Handling an input as it's about to disappear will consider it both as "handled" and "disposed of", causing any actual duplicates to be handled incorrectly no matter what
- I'd recommend playing in fullscreen. Unless your fullscreen is a weird resolution because it'll crop the frame and I can't possibly find a fix.
Status | Released |
Platforms | HTML5 |
Author | EagleEyePro |
Made with | Unity |
Comments
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Its quite fun, i like the concept alot. i think there is another text mistake, the M1 and M2 text both show the sprinting text that shows up later at the SHIFT inputs. It would be nice to see the sequence you have hit so far or a goal so that the game has an end.
Also the mistake sound is so loud, it really hurts, some options for the volume would be great!
It's very fun, even though every time I make a mistake I get scared. Is it the sound too loud maybe or too sudden? Overall great game!!