Telegeddon - now with (hopefully) better keyboard controls and save points!


When I released the Telegeddon demo a little over a month ago, its reception was very positive except for one pretty glaring hiccup: this game was NOT optimized for keyboard use. It was, and still is, designed with the use of a controller in mind, but seeing as how important accessibility is to me, something had to be done. It was quite the undertaking given how this was designed from the ground up, but I am now ready to present this quality-of-life update.

What’s new in this demo?

  • BETTER KEYBOARD EXPERIENCE, of course, more on that in a bit.
  • A new “Assist with dual controls” accessibility option - if you don’t want to control two things at once in the “dual stick” minigames, this option allows the second player thing to be controlled by the computer instead.
  • Checkpoints now function like proper save points should, allowing you to save and continue while still offering the option to quit the game like before.
  • Some minor bugs have been fixed, some minigames have been slightly rebalanced, and a few graphics have been tweaked.


Most of this update was focused on trying to make this game a more natural experience for keyboard users - the game will now detect if you are using a keyboard to control it, and make adjustments accordingly.

  • A new default ZXC-based keyboard layout has been made, inspired by numerous other PC sidescrollers that use similar controls. All keys can still be custom-binded, of course.
  • Onscreen control glyphs will now match the proper keys, even if you changed them to custom bindings.
  • Instructions now show a keyboard layout as opposed to controller visuals when using a keyboard.
  • Minigames that would just require the use of all four face buttons on a controller now make use of the directional keys instead, to more or less the same intended effect.
  • Player objects in dual control minigames now mirror their proper locations on the keyboard. This can also be adjusted with a new option to tell the game where the primary directional keys are located (right for arrow keys, default, or left for something like WASD if you set those in custom bindings). Said option also adjusts other in-game visuals, like the minigame instructions.
  • Probably more things I’m forgetting…?


So, there you have it. This is a quality-of-life update, so there isn’t really any new gameplay content beyond these fixes. For those waiting on such fixes, sorry it took so long, but that was just how complex going back and redoing so much of this ended up being, heh.

I hope this helps - this project means a lot to me, and I hope to make it as smooth of an experience as possible for anyone who would try it.

Files

Telegeddon DEMO Oct 2025 Keyboard Fix.zip 210 MB
22 days ago

Get Telegeddon (demo)

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