Halloweenie has been tested on keyboard and with an Xbox controller. Theoretically, other controllers should work if you push the buttons in the same relative positions (e.g. X on a Playstation controller instead of A for an Xbox controller), but since I've only tested with the Xbox controller, I'll be listing the Xbox controller mappings.
Movement: Arrow keys (or Left Joystick on Xbox controller)
Interact/Advance Text: Z (or A on Xbox controller)
Check Candy: TAB (or Y on Xbox controller)
Run (once you have the shoes): SHIFT (or B on Xbox controller)
Draw Ghost Trap/Cancel Drawing (once you have the marker): X (or X on Xbox controller)
Pause/Skip Cutscene: Esc (or Start on Xbox controller)
Halloweenie is a game that Destructin and I started working on about two weeks ago. I'd recently lost my job, and Des had a long weekend ahead of him. Due to some non-compete issues with my former job, Des and I hadn't really gotten to work together since Leopold the Lich, but now that I was more or less free of those obligations, we decided it was time to get to work. For better or worse, we decided on a Halloween-themed game, thus reducing the amount of time we had to work on the game significantly. As such, it's a little rough around the edges, but I'm proud of what we've accomplished in a new engine in a mere two weeks.
That's right! Unlike Leopold the Lich and JCJFOZATTSPAAH (which were both built in my custom engine) and our even earlier projects (which were made in Flash), Halloweenie has been our first foray into using Godot! Frankly, I'm in love with the engine (in spite of a few of its quirks) and I think you can expect to see more Godot projects from me in the future. It's been remarkably easy to learn and yet has all the bells and whistles you'd expect from a mature game engine!
Anyways, we hope you enjoy the game! Feel free to leave comments about what you liked or didn't like, and maybe go a little easy on it since we did make it in only two weeks.