Rebindable Inputs
https://ldjam.com/events/ludum-dare/38/destruction-zone
I've spent a little time creating (optional) versions of my game with rebindable movement keys. When I completed my project for the Compo the keys were hard-coded. This could be an issue for some players (even though WASD is pretty standard) so I thought it might be a good idea to give this option if it's needed.
After asking whether this is allowed for the Compo, however, I was informed that would only be allowable if it's necessary for people to play the game.
Since I don't want to sabotage my participation, and I'm still not 100% certain the change would be acceptable to all participants, I decided to make those downloadable versions of my game available separately instead of replacing the compo binaries (with fixed keys) that are already available for download.
That's the only change made to the game and no gameplay has received any changes, so the game will run identically to the Compo version, but you can open the standard Unity configuration screen to change the buttons/keys if you need them.
This change has been pushed as a separate git branch, and you can check the comparison to verify my statements here: https://github.com/chronosv2/ld38/compare/Compo-Rebindable-Keys