climb.inputMap
The penguin's own controls: sidle, hop, shake the lute off. Three controls, each carrying a keyboard, a pad and a thumb at once, so the cliff plays the same way whatever is in the player's hands.
climb
The penguin's own controls: sidle, hop, shake the lute off. Three controls, each carrying a keyboard, a pad and a thumb at once, so the cliff plays the same way whatever is in the player's hands.
| Control | Keyboard | Pad | Touch |
|---|---|---|---|
| Move | A / D | left stick | the on-screen stick, left of the glass |
| Hop | Space, W, ↑ | South | the large button in the bottom-right corner |
| Shake | Shift, X | West | the button above Hop |
Hop is a hold as much as a press — the longer it stays down, the higher the penguin carries — and every device reads that the same way.
The group is climb, and it stands down the engine's player group while it is
live, so the only controls on a phone's screen are the ones the penguin
actually answers to. luteway.screens.uimenu stands climb down in turn while
a card is up, which is why the Hop and Shake buttons leave the screen on the
title, the pause card and the end cards, and come back with the run.
The touch layout is a column up the right edge with Hop in the corner: on a phone held upright, the one control a thumb finds without looking is the one it reaches for most, and Shake is a place further away because shaking costs a beat and should be aimed for.
Scoped to this part · feeds back into the world's score.