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Microwave Man is controlled entirely with the keyboard. All actions are mapped through Godot’s input system, which means the bindings respond consistently whether you are playing in the desktop build or the web version. This page lists every mapped action, the primary key, and any defined alternatives.

Key bindings

The table below shows every action defined in the project’s input map.
ActionPrimary keyAlternative
Move leftArrow LeftA
Move rightArrow RightD
JumpSpace
Start gameEnter
move_up (W / Arrow Up) and move_down (S / Arrow Down) are defined in the project’s input mappings but are not used for gameplay movement in the current build. They do not trigger jumping or any other action during play. They may be reserved for future mechanics.

Movement

Pressing Arrow Left or A moves the player left; Arrow Right or D moves the player right. When you release both keys the player decelerates immediately — there is no sliding or momentum carry-over. The sprite flips automatically to face the direction of travel.

Jumping

Press Space while the player is standing on a surface to jump. Jumping is only possible when the player is on the floor; you cannot double-jump or jump while airborne. Each jump triggers a sound effect from the player’s AudioStreamPlayer.

Starting the game

From the main menu, click the Play Game button with the mouse, or use the on-screen button. Pressing Enter triggers the start_game input action, which is wired to the HUD’s start button. Once the game begins, the “Get Ready” message appears before gameplay is active. The main menu provides three buttons navigated with the mouse:

Play Game

Loads main.tscn and starts a new game session.

Extras

Opens the about screen (about.tscn).

Quit

Calls get_tree().quit() to close the application. Not available in the web build.

End screen

After reaching the end zone, choose Play Again to restart or Back to Main Menu to return to the title screen.
Microwave Man uses Godot’s built-in input system, which has foundational support for gamepad input. However, no gamepad actions are explicitly mapped in the current project. Controllers are not officially supported and button presses will not be recognised without additional configuration.

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