Note: this was originally posted on Gameplay Feedback section (original thread link), but due to a visibility issue (thanks to another Project 8 Player who reported it for me); this has been reposted over to Bug Report as a workaround until an appropriated category becomes visible.
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I've recently gained access to Project 8 Development Build, and to my surprise; it has Controller support via Steam Input API, something I've lowkey expected after public release-- but not during early development build.
So, I've given it a shot and....I have words to say; all of this is based on 112 minutes of playtime, and I might add more stuff within the following replies. So; here are the key problems that should be a priority when addressing said problem:
Number 1. Menu Navigation is not Controller-friendly.
Right off the bat; everything is not fully navigatable with a Game Controller, everything is heavily reliant on the Mouse Cursor and three game actions and calls it a day...but given how the Main Menu is structured, it looks and feels like it can be fully navigatable with Controller buttons. In addition: Button prompts in the Main menu do not show.
This becomes a hassle when you start to use both the Scoreboard (also how you upgrade your abilities) or "OpenHeroSheet" (actually it's a "Buy" action) as the latter is tied towards the Menu Controls action set, but more on that in Number 2.
Number 2. Default Controller bindings are not good
oh boy, I have something to say.
To start;
1. the Joystick Camera is a Joystick-like Camera action, but in-game; there is no way to adjust the Joystick Camera sensitivity, your best bet is to use either "Joystick Mouse" (Legacy) or "Touchpad Camera".
2. Touchpad Camera inverts Y Output....for some reason. (might explain why it's default to "As Mouse" on Steam Deck.)
3. If you want to upgrade your Hero's Abilities; you are supposed to hold the "Scoreboard" action (assigned to the Menu Button) and then press the Abilities actions (Face Buttons). But doing that will require performing a clawgrip. That's not great when 1. the game asks you to upgrade, and 2. Newcomers or Steam Deck users may inadvertently learn how to do Clawgrip.
4. going and exiting the Buy menu may cause you to unintentionally activate a Hero's abilities, as the Abilities are mapped to the Face Buttons. This wastes an ability usage.
5. certain Hero Abilities are either still Keyboard/Mouse prompts or are Keyboard/Mouse-driven.
6. After you get defeated: you can't press the Buy key shortcut or press the Death Camera. Strangely; there is a Spectator Action set, but it isn't utilized in-game (instead it's Menu action). This is most likely meant for Watch Mode.
7. Important gameplay actions are either improperly binding or don't exist, such as the Reload. on DualSense Controller; it's auto-binded to the Right Touchpad Click, but on Xbox Controller; it doesn't exist. This does not make sense when it's otherwise "fine" on Steam Deck.
8. the Ping action's Radial Wheel does not work, this requires a physical Mouse Input for it.
All of this; will cause users to head over to the Community Config section or "fix it themselves". That will not give future players a great first impression if Project 8 is officially released and none of the feedback gets addressed.
This is the part where I would give a suggestion:
1. Revised the entire Controller Config, completely.
2. It needs an additional Action Set or Layers, especially for the Buy Menu (Action Set), Radial Wheel (Action Layer), Scoreboards (Action Set) and "Player Spectator" (Action Set).
3. Make a [Ability Menu] action and its accompanied [Action Layer], similar to how Warframe does it. This way; you've been able to make rooms to fit important Game Actions onto the Face Buttons while having a Modifier action to perform Character abilities. Of course; you can still let users assign Ability actions outside of the Action Layers- in fact; that's how I did it for the custom config I created by making it a Mode Shift (but I lose out on the Button prompts in the process).
4. Introduce a proper Joystick sensitivity slider.
Number 3. Tutorial dialogues bakes-in keybind prompts
For safety reasons; I'm going to assume that the Tutorial dialogue is a placeholder right now, but I'm pretty sure Xelu/Mental Checkpoint suggests not baking-in Button prompts into the dialogues as it'll further complicate matters, especially when it comes to either Controller or Keyboard/Mouse keybindings.
Final Note:
Hopefully, this stuff gets addressed by the time Project 8 officially opens to the public.
----
I've recently gained access to Project 8 Development Build, and to my surprise; it has Controller support via Steam Input API, something I've lowkey expected after public release-- but not during early development build.
So, I've given it a shot and....I have words to say; all of this is based on 112 minutes of playtime, and I might add more stuff within the following replies. So; here are the key problems that should be a priority when addressing said problem:
Number 1. Menu Navigation is not Controller-friendly.
Right off the bat; everything is not fully navigatable with a Game Controller, everything is heavily reliant on the Mouse Cursor and three game actions and calls it a day...but given how the Main Menu is structured, it looks and feels like it can be fully navigatable with Controller buttons. In addition: Button prompts in the Main menu do not show.
This becomes a hassle when you start to use both the Scoreboard (also how you upgrade your abilities) or "OpenHeroSheet" (actually it's a "Buy" action) as the latter is tied towards the Menu Controls action set, but more on that in Number 2.
Number 2. Default Controller bindings are not good
oh boy, I have something to say.
To start;
1. the Joystick Camera is a Joystick-like Camera action, but in-game; there is no way to adjust the Joystick Camera sensitivity, your best bet is to use either "Joystick Mouse" (Legacy) or "Touchpad Camera".
2. Touchpad Camera inverts Y Output....for some reason. (might explain why it's default to "As Mouse" on Steam Deck.)
3. If you want to upgrade your Hero's Abilities; you are supposed to hold the "Scoreboard" action (assigned to the Menu Button) and then press the Abilities actions (Face Buttons). But doing that will require performing a clawgrip. That's not great when 1. the game asks you to upgrade, and 2. Newcomers or Steam Deck users may inadvertently learn how to do Clawgrip.
4. going and exiting the Buy menu may cause you to unintentionally activate a Hero's abilities, as the Abilities are mapped to the Face Buttons. This wastes an ability usage.
5. certain Hero Abilities are either still Keyboard/Mouse prompts or are Keyboard/Mouse-driven.
6. After you get defeated: you can't press the Buy key shortcut or press the Death Camera. Strangely; there is a Spectator Action set, but it isn't utilized in-game (instead it's Menu action). This is most likely meant for Watch Mode.
7. Important gameplay actions are either improperly binding or don't exist, such as the Reload. on DualSense Controller; it's auto-binded to the Right Touchpad Click, but on Xbox Controller; it doesn't exist. This does not make sense when it's otherwise "fine" on Steam Deck.
8. the Ping action's Radial Wheel does not work, this requires a physical Mouse Input for it.
All of this; will cause users to head over to the Community Config section or "fix it themselves". That will not give future players a great first impression if Project 8 is officially released and none of the feedback gets addressed.
This is the part where I would give a suggestion:
1. Revised the entire Controller Config, completely.
2. It needs an additional Action Set or Layers, especially for the Buy Menu (Action Set), Radial Wheel (Action Layer), Scoreboards (Action Set) and "Player Spectator" (Action Set).
3. Make a [Ability Menu] action and its accompanied [Action Layer], similar to how Warframe does it. This way; you've been able to make rooms to fit important Game Actions onto the Face Buttons while having a Modifier action to perform Character abilities. Of course; you can still let users assign Ability actions outside of the Action Layers- in fact; that's how I did it for the custom config I created by making it a Mode Shift (but I lose out on the Button prompts in the process).
4. Introduce a proper Joystick sensitivity slider.
Number 3. Tutorial dialogues bakes-in keybind prompts
For safety reasons; I'm going to assume that the Tutorial dialogue is a placeholder right now, but I'm pretty sure Xelu/Mental Checkpoint suggests not baking-in Button prompts into the dialogues as it'll further complicate matters, especially when it comes to either Controller or Keyboard/Mouse keybindings.
Final Note:
Hopefully, this stuff gets addressed by the time Project 8 officially opens to the public.
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